EvilSalmon

EvilSalmon

Joined Member # 2724266
13 Posts 41 Replies 788 Reputation

[quote who="In_stasis" reply="6" id="3545127"] Quoting Island Dog, reply 4 If you are experiencing crashes, please submit a support ticket so we can look into it. Link to forums for explanation: https://forums.galciv3.com/452855/page/1/ <

7 Replies 7,239 Views

I won't run a support program on my computer. I can run the game without using a modded race, but a modded race crashes the game. Many people have reported such an issue. I'll let them run the support tool and submit it.

7 Replies 7,239 Views

[quote who="pablo1713" reply="11" id="3543981"] And what phrase specifies what ideology your faction will follow? [/quote] I didn't see an ideology phrase for the major races in the FactionDefs.xml so I didn't add that line. Is it a requirement?

16 Replies 11,902 Views

[quote who="Yrth" reply="9" id="3543918"] When I want to change a custom race a bit, I simply copy it and make the wanted change. Then I just delete the old version. Fast way to change up custom leader names, logos, howeworlds, whatever. [/quote] True enough. I thought about doing this, but I didn't want to eliminate a race from the game. I copied Terran into a new XML and just modified that, but the game crashes everytime I go through "Generat

16 Replies 11,902 Views

I'm crashing on Map generation. I have 16 gigs ram, Two GTX 890's SLI, and running on a six core I7. I'm not sure what is causing it.

2 Replies 7,688 Views

[quote who="pendrokar" reply="2" id="3543778"] Have you removed the following faction movie tags: FactionMoviesFGDef FactionMoviesBGDef If found, they take priority over images. You can debug a crash. there is a debug.err file in the GalCiv folder of your documents. Sometimes there won't be an error just the last thing GalCiv was doing before the crash occurs. In prefs.ini file there are variables for showing more debug information, but I don't kno

7 Replies 7,239 Views

I may actually give up on modding entirely. I can't get the game to load. It crashes during the building galaxy phase of load-up. No error pops up... I tried to copy the existing race formats exactly. Down to the order of each line. I have no idea how to even begin to trouble shoot a crash.

7 Replies 7,239 Views

Hi, I've recently tried to mod a race (Create a major race).. I've been successful in every variable when editing the .XML file. I have one issue. I can choose a customized Thumbnail (when you select a race in the new game menu). However, the foreground (FG) and background (BG) icons stay the race I used as a reference in creating the customized race. I've edited the FG and BG icons, but am left with a Terran dude. My entr

7 Replies 7,239 Views

[quote who="Niedzielan" reply="6" id="3543124"] Quoting EvilSalmon, reply 5 Also.. I noticed in the XML files say fertile.. I see fertile 1 2 4... I am assuming that 1 is negative 2, and 4 is positive 2? This holds for all ? 1 = +2 2 = +1 3 = -1 <br

16 Replies 11,902 Views

Cheers everyone. Ya it does seem odd that a custom race isn't saved as a XML file, or a copy of one created as such. Saves a lot of the work for things you'll just emulate from the in-game creator anyways.

16 Replies 11,902 Views

New Question: I created a fully customizable race, by copying Terran from the FactionDEF xml. It crashes the game whenever I go through 'Generating Map' Here are my entries.I don't see a mistake.. but then again it's my first time modding anything. (I have a corresponding Text XML for this to reference for the descriptions.)

16 Replies 11,902 Views

It's not about the engine. It's about the energy required. Say we use a tech like Ion Propulsion. It derives a given thrust for a certain amount of energy. To increase the thrust we must increase the power (size) of the engine, adding to it's mass. It's a viscous cycle. To accelerate in Space in micro gravity at high speeds it would be lethal to any organic entity inside if you were accelerating through space. Especially with sudden changes in vector. T

33 Replies 22,801 Views

I also think the building interface in the shipyard is not very intuitive. Why isn't it just like the planets? I should be able to queue multiple ships, see them in a queue and cancel them. As it stands you pick one ship then it builds it over and over unless I choose to build nothing.

5 Replies 9,594 Views

I did one partial play-through with Alpha 3. I have several observations, potential bugs etc. I'll start with an annoying "bug" I'll call it. You cannot, as far as I can tell, destroy an existing building. I also noticed that when you are upgrading say a Research center to a Research academy and click cancel, the building is destroyed and the academy "greyed out icon" is still on the map but with the FULL build time not the upgraded build-time. If you cancel this process

5 Replies 9,594 Views

[quote who="BallinLikeStalin" reply="11" id="3474441"] The thing about space is smaller craft are not going to be faster, they might be a bit more maneuverable (which is almost a moot point in such a vast area) but a battleship is going to be able to simply outrun them. Destroyer sized hulls should be the smallest for any space warfare. Fighters would only be good in planetary actions. Though something that would work is a ship that deploys a bunc

33 Replies 22,801 Views

[quote who="perigrine23" reply="1" id="3473991"] I don't necessarily disagree with the end result of what you want, but I want to disagree with the comparison to modern warfare, which I have seen a few different places on the forums. To assume that the dynamics of future warfare are the same as current warfare is a huge fallacy. In contemporary warfare small, agile units and vehicles are especially useful because our weapons are not particularly accurate. Armor is l

33 Replies 22,801 Views

Played with the Shipyard function a bit more. I have more thoughts 1) Titanium plating is a small module that sticks to the side of the ship...... I mean that's pretty idiotic. Titanium plating should be a selection you choose and it "plates" the entire ship. Not just some tiny tiny object on the side of the ship... Some thought to how technology is applied to the ships is needed eventually. Some tech simply looks foolish as a single tiny module to stick to some ran

2 Replies 2,547 Views

On my 6th playthrough I spent the time to notice each building, and saw that many of the buildings you unlock replace the "standard" version. I'm sure if I wasn't just trying to fly through the tech tree I may have noticed this sooner, but it highlighted a potential feature that can be added. - A graphical division between the "standard" buildings. Aka. The ones you can build multiple of the same on a single planet, the ones you can build only one of per planet, and the

2 Replies 2,547 Views

To expand on my last reply, as an alternative way of looking at it The Ideology tree could also have sub-ideologies to each level of each primary tree. We move through the Primary tree as is and planned, and if sub-plots/story-lines are turned on in some manner then each major ideology can make each subsequent tier/choice more moderate, or extreme. Each primary level/choice could have a tree of sorts that dictates the spectrum of each level and has an impact on the subs

4 Replies 13,914 Views

The results of the story lines can be purely cosmetic, for the plot and the varied stories themselves, for minor benefits that augment (but make up a very small percent) of the larger scale events one chooses, Impact the look and feel of our avatar image, background, uniform etc. Events in Alpha are the same. Remove a ship, infest your citizens. I mean a protest on a planet, a local administrator accused of something, do you punish an event immediately, wait for it to

4 Replies 13,914 Views

I've posted my experiences thus far hoping to help the community to improve this potentially great game. I have one idea I wanted to single out of my play-thread. Variable story lines. The basic premise is that these story lines unravel as a player makes domestic choices during random events, and that these choices lead to future options and future events. The story-tree would be hidden from the player and they can only make the decisions based on how t

4 Replies 13,914 Views

Playing through the game after taking over a week off to refresh my eyes. One issue I noticed right off the bat is when you collect debris before you start research on your first turn, and if that debris gives you a research boost, you don't get said boost when you select your research. Any boost in research should be held in reserve for when you select a topic. If you are between techs this could also cause an issue of lost tech points.

7 Replies 19,343 Views

I like your points. I'm also in agreement that SD will implement many tooltips and icons/features as this Alpha test progresses. I often find myself in games I'm experienced in using the tooltips, as a reminder, a self-congratulatory pat on the back when I improve some aspect and gloat to myself on the improvements I'm witnessing etc.

7 Replies 19,343 Views

I'm replying with one more feature I think would be a nice addition to the game. I'm on my 2nd game start, and I can assume that in the full release version the starting resources will be VERY limited, and buying multiple colony ships at the start will not happen. In this case the first colony will be the most important first step one takes into the Galaxy. It would be necessary to pick the best planet for the expense of all those valuable first turns and the co

7 Replies 19,343 Views