Unknown_Hero

Unknown_Hero

Joined Member # 2876465
206 Posts 326 Replies 866 Reputation

@pendrokar, @BigBadB Thanks for your responses, and also in the other Modding topics for you pendrokar. :) My questions and proposals are also intended so that the devs can think about it, and perhaps, if it's not too complicated, to implement it in the game engine. :) At this time, as the game keeps crashing on my PC, I'll stop doing tests for modding until the next version of the game.

6 Replies 42,195 Views

@Kiloku Thanks, but it's what I try to avoid, I think it's not very convenient that way. Imagine having to do this for several improvements (not only for terraforming) and for several civilizations, it would quickly become unmanageable. So, I posted this so the devs can think about it. :)

2 Replies 4,368 Views

@joeball123 I tried to add the Local line in the file, but it seems to do nothing. I cannot test more at this time as the game keeps to crash, despite a full reinstall, so I will wait for next patch. Thank you for your responses in this thread and in the other Modding topics. :)

3 Replies 5,456 Views

Is there a way to make a tech impossible to trade to/by a specific race? Examples: This tech cannot be traded to this civilization. This tech cannot be traded by this civilization. * Is there a way to make a tech gives malus/bonus to relations (diplomacy) with other civs if researched? Per example, if this tech is researched by civ A, civ A gets -2 to relations with civ X, and +1 to relations with civ Y.

4 Replies 5,197 Views

Is there a way to make the bonuses from the planet features (ex: Natural Wonder) act for all the improvements of the same type built on the planet instead of only the primary tile and the adjacent tiles (level bonuses)? So, if a planet feature gives +2 levels to manufacturing improvement on the primary tile, all the manufacturing improvements built on the planet gain the +2 level bonus; and if the same planet feature gives +1 level to research improvements on the adjacent tiles, al

3 Replies 5,456 Views

Is there a way to change the tiles graphics on the planet surface to make them like they were in the alpha version of the game (separated hexes, bottom in the picture)? * Is there a way to directly display the different qualities of the tiles (color coded system tiles for terraforming)? So, based on the quality of the tile, a different colored hex is displayed. * Is there a wa

4 Replies 4,881 Views

Is there a way to change the nebula size on the map? A game setting to play with bigger areas for Nebula, Dust Cloud, etc. Ex: Standard, Big (4 times bigger), Very Big (16 times bigger). This will allow to play with different strategic impacts from nebulas. |-) :) ;) B) ***** If that is not possible, consider it as a request. ***** B) ;) :) |-)

0 Replies 3,442 Views

Is there a way to extend the colonization phase of the game, with a more peaceful start of the game (with no wars initiated), so the civilizations are more developed with a solid economy and a strong industrial power? Thus, the civilizations have some really developed colonies and technologies before they can enter the extermination phase of the game (wars everywhere). This will result in more epic games, and not only "rush to the victory" type of games. <br /

1 Replies 5,869 Views

I know the "rush buy cost" can already be tweaked in the xml file, but is there a way to change the ship upgrade penalty, to change the downgrade cost ("upgrade" a ship to an inferior model (lower construction cost), and to change the decommission premium? Also, is it possible to have a separate value for the improvement "rush buy cost" and the ship "rush buy cost"? A way to adjust the ship upgrade penalty cost (percentage added to the difference between the actual ship

0 Replies 3,086 Views

Is there a way to limit the number of trade resources (on planet) generated on a map? Examples: Map Size: Tiny Resource type: Helios Ore Min resource generated: 4 Max resource generated: 8 Etc. Map Size: Large Resource type: Techapod Hive Min resource generated: 20 Max resource generated: 30 Etc. * Is there a way to limit the use (bonuses) of a trade resource to a specific civilization? O

0 Replies 3,291 Views

Is there a simpler way to have an improvement that can be build more than one time, than duplicate the same improvement 4 times in the improvements file? Other than an "all or nothing" way of fonctioning: true For more flexibility: 1 4 <b

2 Replies 4,368 Views

Is there a way an ideology trait, an improvement, an evenement, whatever, can generate a new tech tree/branche in an already existing tech tree? |-) :) ;) B) ***** If that is not possible, consider it as a request. ***** B) ;) :) |-)

1 Replies 3,434 Views

Is there a way an ideology trait, an improvement, an evenement, whatever, can generate a new race in the game? |-) :) ;) B) ***** If that is not possible, consider it as a request. ***** B) ;) :) |-)

2 Replies 3,590 Views

Is there a way an ideology trait, an improvement, an evenement, whatever, can generate an entire star system (a star with some planets), and not just a planet? |-) :) ;) B) ***** If that is not possible, consider it as a request. ***** B) ;) :) |-)

1 Replies 3,225 Views

Is there a way to set the planet name when the planet is generated by an ideology trait, an improvement, etc.? This ideology trait generates a class 10 planet, the name of the planet is "Illyria". |-) :) ;) B) ***** If that is not possible, consider it as a request. ***** B) ;) :) |-)

0 Replies 2,891 Views

Is there a way to make a tooltip is always displayed at the same location on the screen? This tooltip is always displayed at this position, ex: x: 200 pixels, y: 400 pixels (x: 0, y: 0 for the top left of the screen, the screen origin). |-) :) ;) B) ***** If that is not possible, consider it as a request. ***** B) ;) :) |-)

2 Replies 3,913 Views

Is there a way to play without the Fog of War (only in a mod)? The player can see all the stars, planets, strategic resources, etc., but not the ships, starbases, etc.; the player need to use sensors to see the ships, etc. Is there a way to play without the Sensor System (only in a mod)? The player can see all the map once the Fog of War is removed, and the sensor system becomes useless, but the mod is adjusted for this. "Disable the Fog of War" and

6 Replies 42,195 Views

Is there a way to make an improvement generates a strategic resource (ex: Elerium), so that they are added to the "resource stack" (the same one from the strategic resources on the map)? Per example, a specific improvement generates 1 Elerium resource per turn. * Is the a way to make an improvement can harvest a strategic resource on the map, located in a certain radius from the planet? Per example, a specific improvement can harvest all the Elerium

0 Replies 3,458 Views

Quote from this thread: https://forums.galciv3.com/462394 [quote]The ideology branches are too small, they need more levels per branch (Ex: Outreach, levels 1 to 5 becomes Outreach, levels 1 to 10). ** Also the traits are always the same, this will quickly become repetitive after a few games. I suggest to add more traits for each level (ex: at least 5 or 6 traits for each level), so there is

0 Replies 10,095 Views

Is there a way to bring back the 3 digits display for pop growth per turn (ex: +0.125), instead of only 1 digit (ex: +0.1) currently used? |-) :) ;) B) ***** If that is not possible, consider it as a request. ***** B) ;) :) |-)

1 Replies 3,032 Views

Is there a way to have different "Civilization Capital" and "Colony Capital" improvements for each civilization (with different graphic and different bonuses), and the possibility to upgrade them? |-) :) ;) B) ***** If that is not possible, consider it as a request. ***** B) ;) :) |-)

1 Replies 3,363 Views