Mohobie

Mohobie

Joined Member # 2990987
28 Posts 200 Replies 1,113 Reputation

I would like to see modding be supported at a greater depth. That being said the game IS mod-able and highly. What I would like to see is inclusion style support for conversations as well as better sound support. Currently to include custom conversations you have to add into the existing FlavorText file. Meaning mods will not be compatible and any update to the base conversations will require modders to do alot of copy/paste. In reguards to sound. I would like to see the ability to add sound

2 Replies 27,021 Views

Any chance of adding more modders support for 1.1? Specifically the ability to make an include for FlavorText that does not need to overwrite the original. Sound functions would be great to. A certain someone really wants to say Exterminate! when war is declared ;)

212 Replies 857,910 Views

Thanks to the help of a friend We now having a working Dalek ship set. The set only includes 2 actual models which have been used and resized... But it's pretty cool :)

7 Replies 78,867 Views

[quote who="Tetrasodium" reply="25" id="3525645"] not allow colonize standard habitable worlds? Probably doable by moving them into extreme worlds (at worst) & changing the colonization techs for the unlucky race to not get the required one [/quote] You could set a requirement on unlocking the colony module I suppose. Just a thought

173 Replies 1,208,235 Views

So by now pretty much anyone out there looking at this post knows that GalCiv3 uses bink2 and that bink 1 is not supported. This is due to the need for transparency which allows hot swaping of FG & BG to mix and match. I would like to suggest allowing bink 1 knowing the following. With bink1 you would only be able to use 1 video and would not have swap-ability bink 2 offers the game. A hindrance? Not really. It's additional options. Bink2 is supported and offers the full feature array

3 Replies 12,026 Views

Your welcome to pull any race data you want for this from the Doctor Whoniverse project. https://forums.galciv3.com/465960/page/1/#3555901

8 Replies 8,586 Views

I had a similar problem. I believe it's because the game internally handles some of it and goes to FIRST_CONTACT_MAIN for example when deciding the first contact speech. I have done both files and while not having errors, like you they just did not read out in game. Copy pasted my flavor text code into the original flavortext file where they belong and they work like a charm. Since my mod is intended to be a single run mod this isn't a problem for me. For a faction addition that

11 Replies 15,250 Views

An interesting concept. If your just looking to have a faction mod then I think that sounds like a good plan. Some mods have more then just factions though, and would not be well suited to mesh with others.

8 Replies 8,586 Views

This thread is still going?! Seriously?! Ok ok I'm not going to read through it. Last time all I saw was humanity at it's worst. Well maybe not its worst, there was no murderous rage or anything.. but it was pretty bad. It was a sale, it happened its done its over. Everyone no matter what price point they purchased at has received more then fair value. Founders get the goodies down the road, preorders got to be involved in the beta. People who purchased by the week of the launch recei

32 Replies 90,703 Views

Right click on your mod folder. Go to the Send to option and send it to a zip file. That will package it all up for you into a compressed single file. That will allow you to ensure the entire project is submitted

9 Replies 18,754 Views