[quote who="bkeniry" reply="65" id="3540993"] I'm not at home at the moment, so I cant check which one, but the possible actions are defined in the schemas. Finding where something is defined in the schemas can be quite difficult (there is very little logic to them as far as I can tell). Start off with finding the schema for the xml file you are editing. If it's not defined there, check out the schemas "included" in that schema, the one's "included" in those schemas, and so-o
Psiyon
I have a quick question for the developers: In regards to culture traits and racial abilities, I see there are a decent number of actions that can be triggered, like: DiscoverNearbyPlanetOfClass AwardShipOfClass TerraformTilesOnPlayerPlanets <p
I can definitely relate to this--my process is identical when handling idle shipyards, so it would indeed be very helpful to know exactly where a shipyard is located. A minimap could probably be nestled quite nicely on the right side of the screen--either inbetween the build queue and the "now building" element, or it can stay up in the top right and the "now building" element could be moved down to accommodate.
[quote who="Mohobie" reply="3" id="3534606"] Set the ships to guard or sentry. The mechanics are already in the game to prevent this issue. Guard will have them stay in a location defending it, while ships set to sentry will become "active" on your turn if someone elses ship(s) enter your sensors range. These are in the command menu in the bottom left. I hope this helps. [/quote] Yes, I'm aware of this, but as I outlined in my post, the fact that I need to individually a
Hi, first off I'd like to say that overall, GalCiv3 has been a pretty enjoyable experience. But, that said, there's one particular aspect of the user interface that I hope receives some more iteration in future patches. If you couldn't guess from the title, that UI bit is how idle ships are handled. As it stands, if a ship is idle and you want to end your turn, it is necessary to click the "pass" button on the ship. This sets its moves to 0, and then the ship will