Nice work! Will have to give this a try.
PUREVENOM
[quote who="Franco fx" reply="2" id="3673778"] Maybe that would work. I always applied the mod to nav sensors only and I never used nav sensors for anything but a sensor boat in the early game. I don't want the sensor power to apply to all ships. If that can be done it will be fine. I had always worked with the ship component sensor range. This has been changed to sensor power and increasing the number seems to have no affect. I am not that good at modding so I could be missin
I haven't tried to make any new sensor components yet, but I have added increased sensor power as a Tech Stat, and it worked with noticeable results. Doing it this way does of course increase the sensor power for all of your ships. Are you specifically looking for it to be as a new ship component?
If you need some help, you can email me your files and I'll take a look at them for you.
[quote who="Lucky_Jack" reply="4" id="3673508"] I don't find any one of them more important than the others. If I were to concentrate on obtaining only one of them from the other factions which one I would go after would be more of a game by game decision. Come to think of it, it would be more of a changing decision based on how any particular game was progressing. Hence: I have to wonder why you ask this question. If you are proposing a change to the game mechanics
Unfortunately I can't help with that. I believe the Trade Resources are randomly generated and can't be modded to be placed on a "pre-specified" planet, at least to my knowledge. Someone more knowledgeable than myself might know a way to do it, but as far as I know, it can't be done. But one thing that might help you get more manufacturing power to your homeworld is to mod your starting planets by adding a planetary trait to your homeworld. The Active Core trait, gives you a
When you say, "+3 manufacturing planet feature", are you reffering to the planetary traits such as: (Serene World, Shielded World, Low Gravity World, etc)?
Has anyone had any luck getting a single .bik animation file to work in GC3? This is a single animation to replace the two (background and forground), .bk2 animations. EDIT: I got it to work, what I had to do was open up RAD video and re-bink it into a .bk2 file. This did seem to degrade the animations quality a little as I do believe that my version of RAD isn't really set up for .bk2 animations. But, it is working for now. [e digicons]:grin:[/e]
If you had to choose one Planetary Trade Resource as the most important resource to you, which one would it be. Can only pick one, and this doesn't include strategic "Mining" resources. For me it's "Helios Ore", without question. Helios Ore Capacity +5% I always buy up al
[quote who="Aematheon" reply="20" id="3673191"] Taken from my post at the "hiring Mercenaries" thread : add Citizens not just ships, to the mercenary menu.(potential usage in invasions and other stuff). [/quote]*Added to the list, along with a few others I've thought up recently.
[quote who="Aematheon" reply="6" id="3673190"] Cool ideas. Let me add to this, a suggestion to add Citizens not just ships, to the mercenary menu. [/quote]That is an excellent idea! I'll add it to the wish list.
Do you have any mods installed? I would check any mods to see if there are any files missing, not complete, or causing a conflict. All the minor races show up for me (In the base game and when using mods) *If you're using mods and not sure what to look for, you can send me a copy of the mod and I'll take a look for you.
Thanks guys. I hadn't been getting them either, I wasn't sure if simply no one was trading with me or we're not getting notifications. I'll be adding this to my wish list.
[quote who="admiralWillyWilber" reply="15" id="3672746"] Governor screen lets you abandon a colony. [/quote]The Governor Screen only allows you to destroy a planet. Doing so sets it to a Class 0 Dead Planet. Making it unable to be reconquered. Or even colonized at that point.
They should still be available. Probaly won't find them in your list of available ships in the shipyard. But they should still show up in the ship builder.
[quote who="Aematheon" reply="12" id="3672623"]-Option(through tech: Exodus project) to abandon a planet if an overwhelming to your forces fleet approaches. If so, and you got at least 4-5 pop, you get to exchange pop for a free, loaded, colony ship or transport ship for each 4-5 pop in that planet(which I can see actually happening alot of the time in potential similar battle situations, were the analogy is a city).[/quote]The only way that I could see/justify abandoning a planet, is if your
When another civilization sends a trade ship to you, has anyone received a notification about it? Either no-one's ever traded with me in the past, or I'm not being notified.
I like the idea of weekly payments and losing them due to insufficient funds. Mind if I add it to my wish list?
Added several more ideas to the list. Let me know what you guys think.
[quote who="Aematheon" reply="7" id="3672119"] Add civ "motto" in race description screen(and file). [/quote] Like that idea, if you don't mind I'm going to add it to my list.
[quote who="admiralWillyWilber" reply="4" id="3671711"] Quoting , quoting post 5. - Add the Planets Screen from GC2 Remember you asked our opinions the planet screen on the main screen is superior to burying the planet screen on two. I did like classifying planets alphabetically, and by class they co
[quote who="DivineWrath" reply="1" id="3671640"] 2. - Add a "Build Nothing" option for shipyards in the Governor Commands screen Isn't that already in? Try looking at the bottom left side of the screen. "Don't notify when queue is empty"[/quote] Not talking about the shipyard itself. I'm referring to the "Commands" screen where you control/change the build ques for all shipyards at one time. *All shipyards b
My personal wish list. I'll probably just edit this post as I think of new ideas instead of spamming the forum with new threads every time a new idea pops in my head. Please comment on my ideas, I'm interested to know if anyone likes/dislikes any of them. And let me hear yours. ____________________________________________________________________________________________________________________________________________________________________________________
Appreciate the help, I'm going to give that a shot.
Just updated to version 1.5. The load screen comes on for several second then crashes to desktop. Debug file says that my mod is missing files with a .gc3wsdata extension. Tried restarting using = steam://flushconfig (even though I am not opted in), and tried the "view integrity of cache" through steam, game still crashes.Any help would be most appreciated. My error report = Debug Message: Version 1.5, Build #323, last updated on: 07-25-2015 18:41 Debug Message:&nbs