GIMP has masks, true it's not really vector based although you can do some vector stuff, I made some logo's for Elemental using just GIMP, mostly by missing and matching elements of other logos in layers then merging down adding a few filters and saving as PNG. Wasn't really all that hard. Put yes all sorts of tools you could use, I've used GIMP a fair amount so I find that pretty easy.
econundrum1
I think your right for instance a Benevolent society should have a major Morale issue if they start a war or use weapons of max distruction on planets, etc. While Malevolent society should suffer morale penalties for maintaining peacful relations with another civilization. A pragmatic culture would have neither type of peanalty and to balance this maybe there should also be benefits like a Malevolent society getting a Morale boost for conquering planets and starting wars and a Benevol
Interesting question actually can you package graphics in with a MOD or do they have to go in the base game folders. If you don't have photoshop, GIMP is free and also good for creating these sorts of things.
I would agree I'd expect to have the option to only build the more advanced version of a building once it's researched, as building the simpler version first and then upgrading it doesn't make sense in an in character way. For instance I wouldn't build a early 20th century car factors today and then upgraded it to a modern much more automated one, I'd build the modern factory in the first place though I would upgrade or replace any existing old factory.
I agree that rather than being 1% per planet it should scale dependent on the map size. I don't think the penalty is a bad idea in itself though.
I should add that any tag would mean it did not appear for any race that did not have that attribute.
At the moment we have colonization events not suitable to the Yor that often come up when you're playing them. This is bad from an immersion point of view but also can change the meaning of choices since a penalty to food production for instance means nothing to the Yor. So what is needed is a way to filter colonisation events so they only appear where appropriate. Rather than adding elements to allow you to specif
I'd like to see the planet colonization events be more appropriate and take racial specials into account. e.g Organic virus's and Food effecting events make no sense for synthetics.
Sorry understand you now Dumhed, I don’t think the modding way of creating a new race and the in game way are entirely compatible at least at the moment you would have to create them entirely as a mod. Although from memory you can create a custom system as a mod and then chose it in the custom faction creator in game provided you have it modded in first. Haven’t tested that but it’s implied since you can mod in home systems and since the custom faction creator lets y
Yes, I think it possible they might have the remnants of the Acrean Empire as a minor civilization though their homeworld was bombed back to the stoneage so maybe it will be a lost colony world. If they don't include them they would be fairly easy to mod in.
What are the options as far as tools to convert video to bink2 format for modders? Are there any free tools and if not how much do the tools cost to license? I have 3D modeling and animation tools but if I can't get the rendered videos I produce into Bink2 format I guess I can't use them in GC3 and I don't have a hudge budget.
Umm, I think you could also do that through a mod though I'm still working through the various XML files. It appears in FactionDefs.XML the Factions have a ShipStyleSheet. Haven't looked at those yet. Also if you look at the main menu there is a greyed out item that will in some future release enable you to use the ship editor outside the game to creat ships. presumabley combining these two facts you will be able to mod in custom races with there own ship hull designs at some
How about creating a modding category for GalCiv3 so we can discuss modding questions and mods we are working on in a separate area?
You will need to create XML files, the internal name for the race needs to be unique and have no spaces in it as far as I can tell look at the factiondefs.xml to see how the current factions are described. In face copying and editing FactionDefs having first removed all but one entry is probably the best way to go. There is a journal post giving some detail on how to edit a faction and create mods. Have you ever worked with XML before if no there are places
There is always a balance beten realism and the needs of the game. moo3 for instance tried to modal different races liking different worlds. While probably more realistic it didn't really add anything and cut down competition for planets the major resource that drives conflict in space 4x games.
Full agree with the OP in fact I suggested this a few months back during a discussion of planatery invasion. I really think it would be more fun and more realistic to have ongoing battles for control of a planet, more fun and more realistic.
Actually using an IP address like system to name stars given how many of them there are would seem like a good idea. Maybe IPv6 though.
What the OP is asking for seems like a lot of effort for something they could do themselves by editing the XML. I'd rather see the effort spent on real enhancements to the game. Pretty sure there will be a MOD out removing silly names within a week of release anyway then they don't even have to do that.
The jokes in technology flavour text has always been a GalCiv thing so it's to be expected, interested parties can always work on a serious GalCiv Mod though as that text is all moddable in the XML. If someone does produce a serious GalCiv Mod I will probably play that as well as the origional depending on my mood. Likewise for starnames actually, for me this isn't a big deal, a lot of founders starnames are fine and you can always just rename any you don't like that pop-u
One thing I do agree with lets set the minimum planet size up to 6, planets with less than 6 Hexes on them do feel like a waste of time to build on. That should be an easy tweak.
[quote]Colony management, while I like the bonus tile/adjacency system in theory it doesn't really work well in practice. I tend to build the same things on every planet and most of the specialty buildings fall by the wayside with few exceptions that I build on large worlds. Why even bother with colony management beyond using the production wheel for optimization. The placement of tiles on most worlds aren't very good for optimization anyway so in practice it just doesn't wo
I don't really agree that the UI looks bad, however I do agree that one of the failings of GC games generally has been to give a clear and accessible explainations of what all the numbers actually mean and how things work and GC3 certainly has the same issue. This makes the game less approachable for turn based stratergy novices and means you really have to commit time to working out what's going on under the hood to learn to play really well. I don't sugges
Aren't there options which determine this? Addmitedly I havent tried changing them.
I've seen this too and in Beta 1, it happens when zooming in and out it always unfreezes at least for me but the freeze can last 5 - 10 seconds occasionally longer, I'm assuming it's loading assets or something as the LOD changes.
Well if they can travel in time they could interrupt events at any point and no longer have a need to eradicate the humans, indeed it might be simpler to intervene at an earlier time when much smaller action than genocide was needed. The again how detailed was their knowledge of past events and how humans came to the point of being a threat to the universe? To interrupt the chain of causality earlier they would need more detailed knowledge of past events. Maybe they should have sent a few int