shayvaan

shayvaan

Joined Member # 3258674
7 Posts 151 Replies 392 Reputation

[quote who="Frogboy" reply="73" id="3760505"] Pictured this: Reduced 33% Original 2386 x 1491 The areas in gray have free movement. The purple lines are hypergates. Once you have the tech to use them any ship can use

125 Replies 724,116 Views

[quote who="Frogboy" reply="64" id="3760425"] Quoting Horemvore, reply 52 Quoting Frogboy, reply 49 So we've been thinki

125 Replies 724,116 Views

My responses, in your no particular order [e digicons]:grin:[/e] Fewer but more distinctive civ abilities. I always prefer lots of choices, personally, but it will depend on the abilities, how much they affect gameplay and how much we can mod them. One thing I would like to see would be different life types, I mean really different, as in they wouldn't view the map the same way. Carbon-based such as humans woul

125 Replies 724,116 Views

I believe that all I can say to this is... Thank you Gauntlet (and to Horem as well), not only for providing a lot of entertainment and memories that your mods gave me, but in the ways of modding. Thank you for all the hard, time-consuming work that you did. Thank you for loosing the Daleks upon the GalCiv universe, as well as the many other highly entertaining opponents and foils. Thank you for your reworking of governments, events, anomilies, mercs and ideolo

1,416 Replies 4,493,791 Views
Reply to .... in GalCiv III Modding

Welcome back, Horem [e digicons]:D[/e]

258 Replies 1,224,830 Views

Mechanics cannot be placed on planets or ships (commanders have ships) They stay in the Government pool and effect nothing save the speed of ships and a small research bonus

2 Replies 14,061 Views

[quote who="Falkoner" reply="23" id="3746807"] Quoting SchismNavigator, reply 21 Yeah I see an issue with that being how we make sure people only build what they want. Perhaps some kind of focus like we have for planetary governors. the idea is not to replace the current system. You can still

26 Replies 70,415 Views

I have narrowed down my crash problem, a bit. The problem is the -Militarist trait (with the ability advancement folder) When I research the militarization tech with the Militarist tech tree file in the folder the game crashes, does not if that file is removed. Not seeing anything obviously wrong with the file yet, but I will keep looking [e digicons]:D[/e]

1,416 Replies 4,493,791 Views

[quote who="Gauntlet03" reply="1327" id="3746088"] Have you read Mechmaster's "Trapped in Amber" prequel? Also for the Terran Sovereignty text issue... someone told me it was preventing them from starting a game (I didn't know that) so I updated the main GRM file and added a hotfix to optional files. Gauntlet's Race Mod at Galactic Civilizations III Nexus

1,416 Replies 4,493,791 Views

I have noticed that I have a ship moving into unrevealed FOW that, if I'm not watching it, that it seems that there are areas that don't get revealed (as if it had moved a bit, jumped a bit and then moved again) Haven't seen it a lot lately because I tend to manually control my exploration ships, but I was doing an experiment with using a black hole generator to send a fleet consisting of a stellar architect and a scout across the galaxy and noticed it when the scout came back d

9 Replies 18,737 Views

I obey [e digicons]:grin:[/e] Been working with highly modified custom races, trying to get them true to the sources. The Borg Collective and the Dalek Second Empire (based on the Mechmaster webcomic). Both have the eco-harmonist trait built into their life type and the Dalek life-type (which I am considering using to just replace the standard synthetic life type) also gives a bit of durantium and promethium, to help out with early reproduction. Haven

1,416 Replies 4,493,791 Views

Here's another: We have tabs for bases, shipyards, planets and ships. Could we have one for hypergates? During war situations, I sometimes want to shut down at least part of the network, to prevent my enemies from using them. Being able to cycle through them would make it much easier.

26 Replies 70,415 Views

[quote who="Gauntlet03" reply="1299" id="3744050"] What's that? Military Starbases that might be worth it? X3 Sensor Power module X2 Area of Effect module +25% Resistance to Colonies, +5 Influence Per Turn, Cost 1 Admin, Rewards a Commander! Module! +25% Friendly Movement, -25% Enemy Movement Module! Mwahahaha [/quote] You sir, are either an evil man or, given your avatar, a good Dalek

1,416 Replies 4,493,791 Views

That is a problem when working with a game that has been out for a few years and has as many DLCs as GC3. For the most part they have kept it pretty modular, which has earned them a bit of flak over the years, because they usually don't build upon a mechanic from previous DLCs in the later ones. It gets worse from a modding standpoint. DLCs, expansions, even the occasional patch, can effect compatibility, so most are eithe

22 Replies 102,212 Views

If I had to guess, I would have to say that it is because you do not own Crusade. Your problem is that you cannot gain administrators, which are citizens - and all the game code for citizens is in Crusade. TBH I think they need to put Crusade down as a prereq for this expac.

22 Replies 102,212 Views

Ah, there therein lies the problem, this time. When you are only editing values, like you are, the name of the file must remain the same, otherwise the game sees a bunch of components with the same internal name and the game crashes. Haven't tried changing the value of credits that much, but the most likely answer is a hard-coded cap in the game code itself. Hope this helps :)

7 Replies 11,084 Views