EvilSalmon

EvilSalmon

Joined Member # 2724266
13 Posts 41 Replies 788 Reputation

cheers for the help, but when I copy the globaldefs file to the mods folder, nothing happens. The game loads (opt-in beta, mods enabled) just starts and when I go to the civ builder, or 'new game... create new civ" I have the default stats to use. I'm sure there is more to it than that, but I can't invest the hour or so to figure it out. perhaps I have to have the ParticleScriptDefs,Text, Core, and game files present or defined... But that's a lot more time than I'm willing to inv

15 Replies 87,893 Views

Still can't figure it out... I should be able to edit the game directly and change the points available, but I can't. and no matter what I do the old mod I made which worked with the first expansion doesn't work now... the 20 mins I would allocate to figuring this out keeps passing and I move on to games which I can actually change easily.

15 Replies 87,893 Views

I also have a mod, which used to work, but now it doesn't... Not sure how to get it to work again... I've wasted too much time to try to get it to work again... Ohh well. I remember why I haven't played this game in 2 years.

15 Replies 87,893 Views

I altered the game files directly. A mod seems to be a lot of work, and it looks like I made a partial one a long time ago but with the game changes since the expansions it would be out-dated to use as a template. I have mods enabled.

15 Replies 87,893 Views

ok, I have looked through the forums and followed the instructions to no avail. I want to make a custom race with a different number of trait/ability points (as do many) I've searched the game files for each expansion to be sure... and edited the Galciv3globaldefs file in each expansion folder, more specifically I've edited: 25 <CustomFactionAbility

15 Replies 87,893 Views

I would like to request a feature to simply say this is the rear of the ship I made and this is the front. Nothing is more annoying than finishing a design, going to put on the engine modules and have them align natively in the opposite direction you wanted... This means if you change the orientation of the engine module your ship will effectively fly engines forward.

0 Replies 7,087 Views

This is the ship I'm referring to. There is no way to rotate one part. Apparently there is more than 1 step to uploading a picture than just posting the link with the image button, so I won't be doing it. Seems to be out-dated forum controls.

6 Replies 19,181 Views

[quote who="The Sisko" reply="2" id="3553324"] If you have a central part you should be able to rotate it around to face the correct way, though it might just be easier to start again. [/quote] This only works when you have a simple design. My design that was affected has over 300 parts. Often when designing a huge ship you can't see what direction is what until you get to the engines. You rotate the designer so many times you lose track of

6 Replies 19,181 Views

1) It only makes sense to have the ships orient in flight for the engines being the rear of the ship. As it stands you can make ships that have an obvious front, and have them fly in reverse on both the map and in tactical. It looks odd, and it messes up the animations. Sometimes you start a ship, not know what it will look like, but if you design a look, and you go to place the engine module, and it starts off in the opposite direction, and you'd have to rotate it so it makes

6 Replies 19,181 Views

[quote who="BigBadB" reply="41" id="3551967"] Quoting EvilSalmon, reply 40 Range, tech, defense, support items. Everything is calculated and a hit sequence is enacted and all before combat. What we see means nothing. Seeing how our fleets perform in combat means nothing

90 Replies 416,472 Views

[quote who="BigBadB" reply="35" id="3551400"] Quoting EvilSalmon, reply 31 It's the same as "Deadliest Warrior" Other than a Hit happening; it doesn't matter what the ships do. They could all spin in circles. All that matters in the process is hits. These are all calculated before. The ships moving and dancing abou

90 Replies 416,472 Views

There is an option to "Govern" a planet you can set production to Civil or military. you can speed up production and research rates in the new game setup. You can build more factories, have moral that is 100% and use clustering to get bonuses. You can also increase your population.

14 Replies 37,662 Views

[quote who="BigBadB" reply="22" id="3551152"] Quoting EvilSalmon, reply 21 Everything you put on your ship is just a Stat. At the start of combat all stats are calculated and the battle result instantly determined. Every thing to do with Range, Maneuverability, speed, defense, offense etc. Is all thrown into an

90 Replies 416,472 Views

Everything you put on your ship is just a Stat. At the start of combat all stats are calculated and the battle result instantly determined. Every thing to do with Range, Maneuverability, speed, defense, offense etc. Is all thrown into an algorithm and the result determined. All you are doing with the battle viewer is seeing a non-accurate reenactment of the battle using a simplified physics engine with NO AI. The AI was finished being utilized at the start when all the

90 Replies 416,472 Views

The ship designer is an extremely limited tool. You cannot change the Hull size of designs you've made, when you save custom modules they are all mashed up into a non functional clump and not anywhere near the original configuration... If I cannot save orientations, alignments etc. then why bother creating custom mods? I can just use the standard ones and make it again in a few seconds, or save time because I have to set the various variables over again because they don't save.

0 Replies 235 Views

[quote who="Illauna" reply="1" id="3548209"] I expect after launch there will be a better method but right now ... recreate it. You can make parts out of groups of components if you want from your original design. I agree this needs to be added as an option. Don't expect it prior to release. It's that period during development that all new features are put on hold and the goal is to make sure the game doesn't break. [/quote] I saved modules.

6 Replies 17,837 Views

I recently made a ship. A very large ship (huge Hull... or so I thought) Upon finishing the design and reloading the game it was now classified as "cargo" and not Huge. How can I change this? Is there a file I can edit if I can't do it in-game? I tried making every single component in the ship into one large combined custom module, but it doesn't seem that this works. I can't create any custom grouped ship modules in the designer...

6 Replies 17,837 Views

I have over 11 full rows of components. Impossible to remember each one. I have each one with offsets and size changes, rotations etc. I have components I've offset to be apart and joined them up later on, some parts rotate, oscillate etc. so it looks like there are internal workings. I just hope I can segment them into 2 large components, and have it go together... Perhaps if I Hide all parts I can see where they attach to on the original starter and

3 Replies 4,566 Views

Hi, I recently spent too many hours designing a 'Huge' ship. I completed the design phase and went to equip... I saw I had a size capacity several sizes smaller than the Size the ship actually is. It's almost physically twice the size of the Human "Titan" ship. I remember selecting the Huge starter when I began designing but during the initial phase I had several glitches and had to save the design, exit the game, and reload. I fear that during one of these

3 Replies 4,566 Views

I always found it weird in Alpha we could 'specialize' in everything. I like having to pick what tech to specialize in. I often check with the other alien races and see what they picked, and pick the one not avail. through diplomacy. I then buy the other ones, and pick future techs knowing that the alien races picked cost minimization consistently. I soon find myself with a MUCH more robust tech arsenal than my opponents and all it cost m

0 Replies 1,970 Views

You can use prolific and fast growth to take all the space before they can. Steps: Build empty hull (nothing on it) Upgrade it to a colony ship. Send ship to your target, colonize, rush 1st factory, build 2 more, build shipyard. Build Empty hull, upgrade to colony ship. put people on it. Return to home planet and scrap ship putting people back on the starting planet. Build another Basic ship. upgrade it,</

55 Replies 36,728 Views

Out of combat (enemy or neutral space) should have a 1% or 1 Hp minimum. In your own space = 2% or 2hp per turn. In orbit should be faster, in a shipyard that is building a ship should be faster. In a shipyard with an order to repair a ship MUCH faster.

24 Replies 97,358 Views

I get this problem too. Not always, but fairly often. I have to close the program and re-enter it. If I watch the same battle, it may work perfectly fine or it may go to black screen again. No pattern seems to exist. I have Win 7 (all updated) 16gigs DDR3 Ram The game is installed on one of my SSD's I have a GTX980 (Currently I have my SLI disabled and card removed due to a conflict with another game, or I'd be running it in SLI with anot

2 Replies 7,553 Views