androshalforc

androshalforc

Joined Member # 2704073
77 Posts 1,366 Replies 1,431 Reputation

there are two other possibilities a) the upgrades from tag only defines which module causes a constructor to be ordered b ) all modules that are built are always on the starbase however only the highest level of each is active

15 Replies 14,275 Views

does anyone know if there is a way to set a certain ship blueprint to allow multiple to be built per turn? i know the cheat 'finish' allows all ships in a shipyard que to be built in a single turn that implies that the one ship per turn rule can be turned off and on what ive done is set up a mod that pretty much automatically orders all military upgrades if you order starbase defenses and all military upgrades if you build a military base to get the best use

2 Replies 6,397 Views

and if you would like to test it out yourself https://www.dropbox.com/sh/0buys6iguagbtow/AABtv3UaPt-I1lMRGvhAhOd3a?dl=0

15 Replies 14,275 Views

[quote who="exelsis" reply="10" id="3639211"] Which modules appeared to have worked? [/quote] so far all modules work ive tested twice more once with automatic ordering set to 10 modules and the game ordered and built everything i set to automatic once with automatic ordering set to 2 modules while slower it fully upgraded the starbase defense line and phasor line before starting the kinetic weapon line and the missile line. at this point my mod works pretty

15 Replies 14,275 Views

I'll test it again haven't had time to look at it further however I'm pretty sure starbase modules remain even if you "upgrade" then my first test only had two modules auto upgrade from the starbase defense module however they both upgraded as expected. On the other hand they were both upgraded on the same turn so at the time they would have both been valid as having the starbase defense module in place now to counter it again all the w

15 Replies 14,275 Views

actually the military ring stays does not mean that A becomes B but rather if you have A it will order B

15 Replies 14,275 Views

im actually just not sure if i can claim the generic ring module as an upgrades from or not as for saving time there are at least 12 different military branches of upgrades on a military starbase if i build a military starbase i want all of them that i have researched. there are at least 9 different military branches of upgrades on a generic starbase if i build starbase defenses on a starbase i want all of them i often have over 100 military starbases just n

15 Replies 14,275 Views

My goal is to automate the starbase ordering modules I've done most of them with the exception of a few modules I don't want automated I would like to add the starbase extension modules as automatic orders however they are a generic specialization so I would upgrade from generic ring module but I'm not sure if that's a valid module or if that goes away if I upgrade to say military or economic ring modules

15 Replies 14,275 Views

I was noticing the long turns in 1.7 it was good at the start of the game but slows done as the game progresses

34 Replies 50,558 Views

does anyone know if there is an actual generic ring module that i can reference in similar to MilitaryRingModule if so would that remain valid if i changed from a generic ring to a military ring?

15 Replies 14,275 Views

ok it seems that now the game tries to launch through steam so when double clicking the cheat shortcut you need to open steam then it will ask for confirmation to run the game in cheat mode. as a side not my mod seems to be working

3 Replies 7,212 Views

hey guys i wanted to test a new mod and was trying to use the cheat launch so i could test it faster however all that happens is a transperent box appears on my screen opening task manager reveals its called allow game launch but i cant seem to interact with it other then to close it through task manager

3 Replies 7,212 Views

well i think its working looks good only done for the yor tree i dont intend to do this for any other trees at this time adds the prefix (**) to any specialization techs in the yor tree https://www.dropbox.com/sh/8jdzbkvd5v9zo6d/AABgvlPEsoNFnXtxF2l4Ou-4a?dl=0 since this does not directly change the tech tree it should be compatable with nearly any

5 Replies 19,803 Views

heres a tech tree research cost multiplier tool it works great, some of the dlc races have their tech trees in seperate folders though so you may have to do some hunting https://forums.galciv3.com/477559/page/1/#3638152

5 Replies 13,160 Views

im hoping a modder can help me out i wanted to make some simple changes to the display names of the tech specialization's im looking in the tech tree right now and i see this YorIndustrialSpecialization1 IndustrialSpecialization1 YorIndustrialSpecialization1_Name Yor_Tree <

5 Replies 19,803 Views

[quote who="androshalforc" reply="4" id="3638882"] Quoting neilkaz, reply 3 later I destroyed 3 colony ships when I attacked the ship yard. I think theres a bug here im not sure if it affects the ai so much but whenever I load an autosave game if there was a ship built that turn it will remain docked in the shipyard unless i manually eject it [/quote] i should have been clear here this is not a bug with the mod but with the va

156 Replies 328,329 Views

[quote who="neilkaz" reply="3" id="3638879"] 4) Yes, AI also must do a better job of upgrading starbases. [/quote] i made a post about this while it was primarily about helping the player the issues would be even worse for the AI https://forums.galciv3.com/477916/page/1/#3638527 [quote who="neilkaz" reply="3" id="3638879"] later I destroyed 3 colony ships when I

156 Replies 328,329 Views

Debug Message: Fleet Created. [PlayerID 24] [FleetID 2146273] Debug Message: EjectShipsFromStation Debug Message: PlaceShipOnMap. tileX 212 tileY 105 Debug Message: Fleet Created. [PlayerID 24] [FleetID 2146274] this was the last lines of the debug.err what i find funny now is that it has actions recorded for player 24 yet the game freezes on player 13 so i went back to see what player 13 did and found this Debug Message: IGC3Player::Request

4 Replies 7,624 Views