econundrum1

econundrum1

Joined Member # 2782214
30 Posts 980 Replies 21,540 Reputation

Unfortunately most people don't expect to have to read all the documentation before playing a game for the first time and I'm also not sure tooltips are going to be noted by everyone. the mechanism they have works, but is not logical or intuitive and however well the document because of that they are going to have a fair amount of support tickets from people who have not read it. Those people may feel foolish later but then it will be too late. </p

24 Replies 59,934 Views

obviously I very much agree with (2), I avoid playing synthetics because of that at the moment. Ideolgy at the moment I feel is too powerful and progresses too quickly hopefully they will rebalance that before release. I'm in two minds about removing it from colonisation, the only real issue with it being there is that it makes colonising as many new worlds as possible even more important as it takes the power of those who do grow even faster. &n

6 Replies 27,464 Views

I'll pm you my steam id soon as I can, though I'm in the uk so we might have a time zone issue. Posting from my phone currently. Not sure where Dumhed is based. it is really odd. The debug.err I posted was from my tools directory there is another one in the mygames\galciv3 Folder. That does search my two specific subdirectories of my mods directory but looking for sound and graphics files. It doesn't mention looking for xml or an

39 Replies 56,165 Views

First let me start by saying I'm a big fan of galciv2 and think that galciv3 is shaping up nicely, but if I'm honest it doesn't look to me like its going to be ready for full comercial release by may 15 which I've heard is the target. In its current form there are lots of bugs, glitches and performance issues which as a long time fan of the series I'm happy to overlook particularly as it in beta and this is to be expected. <

6 Replies 27,464 Views

Thanks, doesn't sound like a lot of others have encountered this but nor had I until the opt in patch so thought I'd better report it.

3 Replies 8,456 Views

I think it was mentioned that they intended to do a lot of work improving the diplomatic trade AI before release anyway think Brad was working on combat AI this weekend just gone but he said he had a future pass at the diplomatic AI in the plan so I think this is going to be addressed and they know it's not great at the moment.

37 Replies 19,332 Views

Just to point out to those of you who like this "Feature", it's incredibly unfriendly to new players who are left scratching their heads as to why the new improved factory type they just got through research doesn't show in the build-able list on their colonies. Would not be surprised if more than a few support tickets where raised about the bug of new buildings not appearing on the build list before they realize that once built it upgrades. It's also illogical, wh

24 Replies 59,934 Views

I have tried a mod confirmed as having worked on someone else's machine and same thing nothing when I try and use it, I was going to try a complete re-download and re-install next but as it hasn't helped you I don't think I will bother. Have you looked at the debug.err file in your MyGames\GalCiv3 folder, mine showed no sign it was trying to load any *.xml files from the mods directory or subdirectories, it is frustrating I love modding and have done s

23 Replies 13,929 Views

Why make it read only? I'm happy to try this but what are we trying to prove surley the game doesn't try to modify the file?

39 Replies 56,165 Views

Interesting that unlike the one in tools it doesn't seem to be looking for *.xml In any subdirectories of the mods folder.

39 Replies 56,165 Views

There is a longer debug.err file found in the my games\galciv3 it record the game looking in mods\sfx and another similar folder that I think is graphic related. Never mentions my mod folders I placed in there though including the known good mod I downloaded. Just looks like its not aware of them somehow.

39 Replies 56,165 Views

Playing a game tonight on the Opt in 5.2 Beta, with a custom race: In box space battles I had the Battle viewer showed a blank screen through out, (though still showed the hud) the battle played out but with no visuals. Tried the replay exactly the same no visuals no matter what camera angle I went too. The custom race was not a Mod by the way just a custom race I created in game the standard way. The battle viewer was working when I played Humans in Beta 5.1. &n

3 Replies 8,456 Views

I think it's going to depend if you are a min/max type player or prefer immersion. Obviously there is a game mechanical advantage here if your the former, but if your the later it seems silly e.g. it's like going to build a modern factory today and starting by building an 18th century steam powered one then upgrading it to a modern electricly powered roboticly automated one. No way in reality would that be the cheap and sensible way of most economically building

17 Replies 16,144 Views

I hadn't been keeping up with the schedule for final release and although I like the idea of having starbases sponsored like shipyards once a constructor has built it in the first place I can see that its a little late for such a radical change just before release. Maybe they could consider it for a later patch or for addition to one of the expansions. I'd rather they spent time on things like fixing the event system so it isn't so flawed if you play a synthetic and general

86 Replies 305,510 Views

Derek, in the Tools subdirectory of my main game folders I found a debug.err file with the following content; Debug Message: No files found matching mask C:\Users\bclair\Documents\My Games\GalCiv3\Mods\Core\*.xml Debug Message: No files found matching mask C:\Users\bclair\Documents\My Games\GalCiv3\Mods\ExampleMod\Core\*.xml Debug Message: No files found matching mask C:\Users\bclair\Documents\My Games\GalCiv3\Mods\Text\*.xml Debug

39 Replies 56,165 Views

I'm sure it can be worked out eventually, must be something to do with how the games installed or configured I guess.

39 Replies 56,165 Views

Ok tried that, and no Test doesn't appear in the list of UI colors I placed the Test folder and all it's subcontent in my mods folder: E:\My Documents\My Games\GalCiv3\Mods\Test booted up the game when to custom creation and looked at the list of UI colours on custom creation just the normal ones no test. So my game has an issue loading mods, it's not just my bad modding :-) which is good in a way but also frustrating. It's appears only a small number of

39 Replies 56,165 Views

I don't mind obvious questions, but yes I always restart after making a mod in fact I never mod with the game running. I know dumhead has had the same issue. I'm open to the idea that I've gone wrong somewhere but I really can't see where. Would it be possible for someone to link to the zip of a known working mod so I can give that a go just in case, eliminate my xml though I work with xml all the time

39 Replies 56,165 Views

Having tried to make some practice custom race mods non off them seemed to load in the game (The option is checked to enable mods), I've checked the location and folder structure. Even renamed The GalCivIII folder in MyGames\ so the whole thing would be recreated when I ran the game. Then after that was recreated tried again. I placed a copy of the FactionDefs.xml in the game folder of the ExampleMOD then edited it the only thing I changed was the huma

39 Replies 56,165 Views

I'm playing as the Dregin, just got some transports and battleships together and was told when I tried to attack I can't declare war on the humans? What? We have no treaties, the UP hasn't met yet. Why would I not be able to declare war? The option is also greyed out on the diplomacy screen, if there is a reason for this I'd like the game to at least tell me why. Anyone else encountered this?

3 Replies 19,213 Views