Edit: All is good.
parrottmath
I wouldn't mind if the setting was to take population from the most populous connected planet(s). Leaving low population planets to not contribute to the population draft.
You can create a choice dialogue and use a quest to spawn a hero in your faction. Give your faction a specific resource so it can be used as a requirement in the choice dialogue. The spell version would require you to do much the same, utilizing the spell cost to be the faction specific resource again. Or you can give the faction the summon hero spell. I would have to look up all the details on summoning a champion at a specific level. But the spawn rating is used to create a
Are you forcing nVidia to use your graphics card? I know you need to set the card to be used when running GalCiv 3 in the nVidia control panel. It could be the case that the computer is defaulting to your intelchip graphics card instead. edit: This is an optimus thing and I've had to set it on my 555M card.
There are several ways to ensure a faction obtains a specific hero... not sure if it is possible to specify the exact level of the hero. What exactly did you have in mind? Were you thinking that once you reach a certain fame point this particular faction will get Whoseit at level 9... that can be done just not in a clean fashion. Or you could do a solution using spells in the game and summon the hero and you have control over when and how the hero is summoned. Each of these will probably requ
I had a similar problem. I had to stop the process restart steam and start up Gal Civ 3 again and it worked fine. I didn't re-install or do a verification, but it did load after a long while. I am running windows 8.1
Murphy's law comes from the fact that some technician didn't know what he's doing and the engineer Murphy, said "If there is a way to do it wrong, he'll find it". The law was then immortalized from then on. As to the outcome that Rand Johnson is referring is the Law of Large Numbers. In other words, if you take that there is a particular probability that something can fail, then it will eventually fail when doing a series of experiments, although there is no given time
[quote who="Avatar137" reply="13" id="3474223"] Quoting Rand Johnson, reply 12When is the new patch to be released? I'm waiting like a kid on Christmas Eve for this! NEW TOYS!!!!! Join the club!! Soon, very soon is all we know. Enough to drive someone to drink! [e digicons]:'([/e] [/quote] Rumor has it on the dev stream thread that it may come before next Friday... but who knows what delays may occur.
Are we going to see a new version of the Radar ship? You know now with blinking lights? I know I enjoy each of these twitch live casts.
Thanks. I'm fascinated with AI myself, especially the mathematics that goes behind it all. How about these sexy asteroids... will that raise the rating of the game from G... to M (as in 'Mmmmm that's a good looking asteroid')
[quote]Starting Military AI is in, the AI will fleet up and begin to hunt you down.[/quote] Does this mean that the AI will only attack roaming fleets or will they invade planets as well?
The tag you are looking for is 1 0 Removes that unit from the design list entirely. Look at the unit "Unit_BoundHoarder" for more details. This unit cannot be designed, but it can be built. Not sure if you can fix the party size as I've not experimented, but I think you have the right idea with the tag. If the tag <IsStartingUn
[quote who="Heavenfall" reply="2" id="3473672"]Castle Story[/quote] It's on steam. Although, the development has been rather slow. Not sure I'll have any money for these sales, but The Witcher Assassins Creed Not sure about much else, I've got a lot of games that I haven't really played that I've collected thus far. Probably should finish them before I start up with new ones.
Yes. If you notice that each armor piece in the artgameitem.xml the tag There are Male and Female model types. Thus, if you create a special armor that has two variants one for male and one for female, you can support one unit type vs. the other unit type. This also allows one to set unique armor looks per factions. Look at Tarth Leather vs. Gildar's Leather. They have very different looks.
(If I understood this correctly) Stardock just said on the stream that one could design galaxies in their star patterns. They said they could generate the Stardock logo on a galaxy map. So you could set up your multiple galaxies situation as suggested. They did demonstrate a spiral type galaxy.
I do not mind the general city cap, although it does limit a playing style. This of course could easily turn out to be a boon for certain civs. Civ X has double the number of allowable cities. Civ Y has about half the allowable cities... This could play very well in making a unique game world. Although, on the whole this would feel very gamey on the whole of it.
I would support a fixed number of hexes around each planet, that can be extended via star bases.
So, it boils down to mass genocide, if I cannot support the number of cities. I guess I'd have to be an evil evil man when conquering the world. I suppose there could be a mechanic to say that the populations could transfer back to your cities... of course the slave trait would have to be adjusted to give a larger production bonus for larger cities, indicating slave labor.
I would love to see the math on these equations. It would be a great to see exactly what parts he is looking at for the loophole. I find it completely, neat that we may find a way to create warp drive. I'm curious, if we create warp drive, would this also imply that we can get to a semblance of teleportation?
One drawback to the expansion technology is the capture cities problem. As I capture cities am I required to raze the cities if the number of cities is larger than the number of cities that I can maintain? Not that I don't mind that you can only have X cities until you research expansion techs. I don't claim to have a good answer to address this issue, but I'm curious what situation would be good for this situation.
Just thought you wanted to know what Zone of Effect was...
I'm excited to see if Adam presents his new ship for us on this build. The last was a radar gem.
[quote who="Soronarr" reply="672" id="3472464"]- any way to remove custom factions? (made in the Editor) I removed the early sovereigns I made, but the old faction is still popping up in the list[/quote] There also may be an issue with cloud storage. Be sure to turn this off for this game when doing modding. It seems to keep the files you delete, sometimes it keeps these files even after you have deleted them.
Since it is almost Friday and I have not seen a post whether you will be on twitch tomorrow, the question, will there be a twitch show tomorrow? Or Adam are you taking more time than expected in making a new ship ;)