When will mega events hit multiplayer? I realize there could be a balance issue in a non friendly game, however we would like to have them in our coop game. Being that they could be set to none anyways, why not add them to multiplayer already? :)
Mohobie
This is great news! Thanks
[quote who="Intrepidation" reply="4" id="3592183"] I have asked for this as well! On the plus side, a misplaced click can definitely make the game more interesting. [/quote] lol that it does
After several hundred turns and the "Just one more turn" syndrome lasting into the night. I have 1 request. Please add an "Are you sure?" to declaring war in diplomacy. A responsible person might just pay better attention but for some of us with our mental focus drifting its an easy misclick that leads to a drastic undesired result. Thanks
Thank you for doing the feeds. They are appreciated. I just wanted to add a bit of my own feedback since I could not attend. I personally like the wheel. I don't micro manage my planets individually. I do them as a whole. Could it be ramped up by individual focus? Sure. When I play I play against normal AI usually. I tend to win those games, and with a slight increase in the difficulty its challenging. I hope that the wheel doesn't just vanish. maybe have it be attached to the
[quote who="Petri Kokko" reply="2" id="3581409"] It's supposed to be an event that gives a fighting chance for the least powerful faction. If factions that already are powerful could snatch it that would make them even more powerful which probably isn't the intention here. I agree with the OP that only the original faction ought be able to use it even if that faction is destroyed. Or, at most have it so that, if the original faction gets wiped out the artifact is reall
Thank you, and I will note it is technically possible now. but allowing for includes would reduce the chance of any mod to mod conflict. It would also remove the need for modders to update mods based on stardock updates to conversations.
[quote who="NightReaper822" reply="6" id="3580461"] ...thnx again...worked just as advertised @The Sisko. Never ever too old to learn [e digicons]:blush:[/e] [/quote] When your dead... Then your too old to learn ;)
The new mega event The Artifact occurred in my game yesterday. It's goal was to give the YOR a fighting chance. Needless to say I put that potential issue to rest rather quickly. Having seen the artifact I attempted to place a starbase near it to claim it once the YOR were removed. I found that I could not create an archaeology lab on that starbase. Which I chalked up to ok they won't let this artifact be transferred. A hundred turns later in the game on the other side of the galaxy I
It does when you follow the instructions to enter a key in steam. Though I honestly don't know what it included yet.
No gui required at all just back end triggers and an include
BUMP ;) Still waiting and wanting.
To me making a race for something like gal civ 3 is more then just a pretty picture and ships. They should act the part. Talk the talk. This can be accomplished but only by making direct changes to the Flavortext file. What this means is that if someone downloads a mod with an updated flavortext. They could miss out on future updates to the file done by stardock while the mod is enabled. They could also encounter issues when using 2 mods that have both modified the file. <
Pretty cool I never even thought to mod anomalys
The mod I am working on will not be supported by steam workshop. Due to the current limitations placed on what can be submitted. Thus no submission ;)
It would depend upon the mod. Certain changes require the use of altered existing game files. Where you to use two or more mods with the same file altered then you would encounter issues. The vast majority of mods will however work together. With steam workshop I'm certain you will not encounter any issues.
My ex said I have poor cache management as well. I paid a lawyer to take care of that ;)
Bump
Not something I will use but I'm eager to take a look at it. Thanks for the effort.
[quote who="Franco fx" reply="11" id="3561124"] Mass effects and Dr Who are broken for 1.03. You must roll back to 1.02 to use them. =1 for sticky [/quote] I am awaiting more information from Franco about this, but It's worth noting that Doctor Whoniverse may not work in conjunction with other mods. Due to certain limitations in the current way galciv3 allows modders to add certain content, several base files are modded. Any other mod attempting to modif
I've been discussing it with a few people and am considering starting a bab 5 project. I'm really hoping for some additional modding freedoms to complete a current project first.
Yes, I was refering to in game. Gauntlets video at https://forums.galciv3.com/466227/page/1/#3557488 in reply #15 will show you how. It is the 3rd video titles 02 Tutorial Grouped Comonents.
Gauntlet shows a crafty way to do this in one of his tutorial videos. I would link but im typing from my phone. Look at gauntlet race mod and scroll down. It does require you to plan ahead to do this since only 1 piece can be attached to the invisible hull cube.
I got a kick out of this post. Its easy to rush a race with some effort ona small map, godlike on maybe a tiny. The game as a 1 off vs 1 ai or maybe 2 ai isnt bad. But thats not the function of this game. Your pitted against a ton of ai. and if they are godlike you will lose on anything larger then small. Why? Because on godlike they know more then you. Unless you use a cheat, or as I refer to them a dev tool. As a starcraft reference you can play 1 on 1/2 quite easily, but the br
I'm gonna guess it's because your a jerky pants! lol No, I would guess they probably did some adjustments to factors relating to faction power/potential. They could have also played with predisposition factors. Like your size, potential threat and the likes.