In the Galactic Civilizations III wiki .
Unknown_Hero
Recoloring existing improvements may suit the needs as you say, but for a full set of improvements for a new faction it quickly becomes limited. Are we condemned to always use the same graphics for improvements? It would be sad, look at the thousands of models of ships available in the workshop, and if there could also be models of improvements available in the workshop? I don't know how the improvements .png files are created by Stardock. If they are created with a 3D pr
How easy is it to create them? Have you done some of them?
Graphic files, not xml files.
Thanks, it works. [e digicons]:)[/e] Good to know that you have to put the text file "PlanetTraitText.XML" in the mod folder for it to work, even if you don't change anything, the icon in the tooltip being considered as text, a little strange and counter intuitive however. A guide for modding is missing. <img src="https://cdn.stardock.us/for
It was brief.
Good news. [e digicons]:)[/e]
In Galactic Civilizations 3, it is possible to create new factions, and complete sets of ships to customize the game thanks to the ship editor. However I find that it misses the possibility of creating sets of improvements to accompany these new factions. And I find it a little sad that many factions have the same improvements. Thinking of the ship editor, I wondered if it would be possible to create these improvements as it is possible to do for ships, by assembling specific p
If the game is well designed, the random range can work in any case. [e digicons]:)[/e]
If I'm not mistaken, all the bonuses of the "Adaptable" ability are included in the Synthetic race type except the Precursor Archive player wonder. Isn't there another way to give it to the Synthetic races?
Or all the Terraforming improvements always work on all planets. The game design is a bit wobbly, when the player research for a technology and cannot use the bonuses. A save file for the bug here .
As you have probably noticed, Bacterial, Corrosive and Toxic planets have the same icon in the strategic view (a green icon, Toxic sign). Did someone say lazy? [e digicons]:|[/e] So I tried to replace the Bacterial and Corrosive icons with new icons by modding. I created an "Icon
Yes, and it's even worse when the texts in the tooltips, etc. don't match the reality of the game.
Long-standing bugs are more and more irritating as you play. It's all the more unfortunate that all these bugs have been reported dozens and dozens of times. What does Stardock do?
I hadn't done several tests I wanted to do when I posted the message. But when I have details, I add them later. [e digicons]:)[/e]
Here are the planet types that Yor civilization (Synthetic race) can colonize at the start of the game in v3.96. Aquatic World: Raw Production -50% Frozen World: Raw Production -50% Bacterial World: Raw Production +10%, Research +25%, Influence Growth +10% Barren World: Raw Production +10%, Social Construction +25%, Ship Construction +25% Toxic World: Requires Atmospheric Cleansing , Raw Production +10%, Research +
Save: https://drive.google.com/file/d/18tH2K-LVbgVz1ZKIwIqHnzQPq4yz0VAQ/view?usp=sharing Go to the planet "Easluna" and display the planet tooltip. All texts are purple. Go to the planet "Mithror IV" a little to the east, and display the planet tooltip. The text "Requires Atmospheric Cleansing" is red (the line in third position). Now go back to the planet "Easluna" and displa
Save: https://drive.google.com/file/d/18tH2K-LVbgVz1ZKIwIqHnzQPq4yz0VAQ/view?usp=sharing A Synthetic race type is supposed to be able to colonize Toxic planets from the start of the game. With the Yor, "Atmospheric Cleansing" technology is required to colonize a Toxic planet.
Yes, this is because a dead planet can be selected as destination if the ship takes more than one turn to reach the destination, this with or without fog of war. A simple fix is to define the dead planets as not selectable as destination (except by specialized ships) as it is already the case for resources (Durantium, etc.).
Saves: https://drive.google.com/file/d/1lSlZc_9D_Zsfyzv_reohz1ILQCoLTWAu/view?usp=sharing The Yor Civilization (Synthetic) is played. The Planet "Rheinland I" has the penalty "Synthetic Pop Cap -50%". The planet is class 11 and the total population indicated is 11 Pop, it should be 5.5 Pop. The planet has more population than half, currently 7/11. <img src="htt
Another save file for this bug. Save: https://drive.google.com/file/d/18PjE9-1YUR2S_g3Ckr5irpvRHhZGiFA7/view?usp=sharing The ship is a designed ship with just one "Cargo Hold" module.
Save: https://drive.google.com/file/d/1e7aD0vDKEanydLvoHcKbyXca5EcPjO60/view?usp=sharing Sometimes the button to open "The Galactic Bazaar" is not clickable.
Saves: https://drive.google.com/file/d/1qEtT1h_ONKiReFMdgdZJcZ1xyb3dL-yq/view?usp=sharing It quite often happens that the programmed destination of the ship is removed. The ship "The Prospector" has a planned destination. By completing the turn, the ship has lost its destinat
I just loaded my last save file (turn 46), the planet tooltip is still not updated. It's amazing that such bugs can exist, a simple check of the program's operation should have detected and corrected them.
Saves: https://drive.google.com/file/d/1cP0QeLOVx3JAIqn-7r17lFlih1i98GRX/view?usp=sharing Some save files to allow developers to understand why the colony ships are heading straight for the planets without prior recognition. The Drengin ship "D.E.S. Occupier-2" heads straight for the planet "Cassia III", without first recognizing the area. <img src="https://i.imgur