Psiyon

Psiyon

Joined Member # 2609462
4 Posts 26 Replies 426 Reputation

Hey, just want to throw you a quick suggestion: I'd been sort of annoyed with how the AI will declare war on you even if you're on the other side of the galaxy and can't ever reach you. For the player, this doesn't really matter too much because you can effectively ignore it. But, for the AI, it throws them into a war strategy, which diverts their focus towards a military buildup that they don't need. This can screw them over in the long run, especially if the war

735 Replies 1,236,272 Views

I'm really pumped to give this a spin now that 1.3 is officially out. Got an ETA on the next IAB release? I've got a feeling I'll have to clear my schedule so I can play uninterrupted. XD

735 Replies 1,236,272 Views

That sounds really exciting. I'm curious to know how much AI improvement you've observed from your soak games now that it can specialize--the thought of a relatively level playing field in GC3 makes me really happy.

735 Replies 1,236,272 Views

[quote who="wpkelley41" reply="6" id="3570728"] Psiyon, this is a great expansion. Thank you for your effort. may I ask a question? Please don't take this as criticism, merely an observation. You only give "Soldier" bonuses to cruel/evil tenancies. Would you consider a "Warrior" type choice? I'm not really sure where you might place it...maybe +.1 Soldier on Opportunistic? I realize it's not the best example, but my thoughts keep coming back to an honorable, warrior rac

11 Replies 48,430 Views

[quote who="econundrum1" reply="10" id="3558486"] No real need to delay this I'm happy to accept it on the basis it's an internal tool not designed to be user friendly I can always enhance that side of it myself. The alternative that I'm seriously considering if I can find the time is to create my own JAVA utility to do it. But given how little time I have that might take a while and I'd rather spend anytime I have modding. [/quote] I'd

12 Replies 14,876 Views

[quote who="arcanemagick" reply="5" id="3556053"] I'm having trouble with this. I've named my XML file StarNamesText.xml and started the RANDOM_STAR_NAME index at 0 because my intention is to replace all the default stars. I created my own mod directory by copying \Mods\ExampleMod to \Mods\StarNameMod and then copying the XML to \Mods\StarNameMod\Text\StarNamesText.xml . However, when I start a new game, the star

15 Replies 77,843 Views

[quote quoting="post"] 1. for RaceTraits, when I write the ability plus 1 (example: Traders1) in-game the bonus gives +2 instead! How exactly do you control how big the bonus or minus is? [/quote] The number at the end doesn't actually have anything to do with what bonus gets applied, it's simply the identifier. You'll want to look at RaceTraitDefs.xml for more info on that, but the general rule is that traits with a 1 at the end are the max bonus, 2 = the +1 bo

3 Replies 31,595 Views

Appending an XML file will only add in new, unique data, so what's going on here is the game is thinking "Oh hey, new data. But wait, this has the same label as something that already exists in the base file! Can't let that happen." That means you can't use this method to change existing content. In order to do what you want, you will currently have to copy the whole file, keep the same name, and then edit the data you want.

2 Replies 23,478 Views

You'll probably want to take a look at "StarboxDefs.xml" in the Game folder, there are some background nebula intensity settings in there that might do the trick for you. Another option, if that doesn't work, would be to replace the actual nebula .dds textures with a blank one. You won't need a cylindrical map for stars since they're rendered individually by the game.

2 Replies 9,007 Views

Updated. You can see some of the changes on the new pics in the first post. Download: https://dl.dropboxusercontent.com/u/71512473/PersonalityTraitMod%201.1.zip 1.1 Changes: -Added in-depth descriptions to all of the traits to give a better understanding of where bonuses and drawbacks are coming from. -Changed many of the effects, removed the abundance of neg

11 Replies 48,430 Views

So, unlike in GalCiv 2, adding new star names in GalCiv III is a bit... involved. Lots of XML stuff to deal with, and if you've got a lot of stars to add, that process can get super tedious. This simple program solves that problem. Operating it is

15 Replies 77,843 Views

Thanks for the feedback :) In my eyes, politically, cultures that are expansionist or greedy would probably suffer a small hit in diplomacy. If you're trying to rapidly expand your borders, it's probably going to generate friction with other races. Likewise, if you're greedy, the general self-serving material greed coming from your population would probably cause some friction with other races. I think the best analogue to that would be the Ferengi from Star Trek. If

11 Replies 48,430 Views

I ran into this today. On the far right, where it says what place the faction is in, you'll get things like "12nd" or "13rd" Looks like the code determining the postfix on the number isn't taking into account there can be more than 10 races XD

0 Replies 4,936 Views

Holy crap, the leader portrait for the Orphica Enclave is amazing and seriously horrifying (in a good way). To the artist who made it: You rock. I think it fits with the flavor text I wrote up for them perfectly :) Edit: Also, I didn't expect you guys to keep the race logo I made (It was kind of rough imo). If I made a cleaned up version for you guys, do you think there's still time to get it into the game?

89 Replies 288,581 Views

Haha, wow! That's amazing! Thanks to everyone who voted, even if it wasn't for me :) And for all the other finalists, great job too :) You guys should totally release them as mods so everyone can play them when the game goes live!

16 Replies 61,450 Views

Awesome! I'm a bit shocked I made it in as a finalist but certainly not disappointed XD If anyone is curious as to the Orphica Enclave's traits/abilities and doesn't want to download it, here's a pic: https://dl.dropboxusercontent.com/u/71512473/images/OrphicaFactionChoice.jpg [quote who="Ronnar" reply="7" id="3543041"] <span style="font-size:

59 Replies 158,059 Views

Sorry for the double post. I thought I'd found the right action, but it turns out the "AwardFreeImprovement" action is just the one from the colonizers ability that grants you a free rushed improvement. So, action types aside, would anyone know of a way to somehow spawn a new improvement on a planet as a result of a trigger? I've been looking through all the actions and trigger types for the past hour and a half or so, but I haven't had any luck in stringing something toge

173 Replies 1,207,709 Views