[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
shayvaan
[quote who="Frogboy" reply="64" id="3760425"] Quoting Horemvore, reply 52 Quoting Frogboy, reply 49 So we've been thinki
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
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
Wonderful work -- as always!
Just out of curiosity -- Could the OPs problem be caused by not having the Crusade expansion, where admins were added? If so, could the necessary files be put into Retribution to reduce it's dependency upon Crusade?
Welcome back, Horem [e digicons]:D[/e]
I've had that happen before, it seems that the files just don't load properly once in a while. Try starting a new game, the problem should fix itself.
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
[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
Gauntlet, any update on your computer woes? Made a simple fix for the -Militarist issue (basically just split the tech in two - defensive and offensive - each at half the cost of the original) Would you like me to put it on dropbox or will you be up soon?
Update for -Miltarist CTD It appears that the tech Stellar Fortifications tech has too many modifications When I remove any 9 of them (bringing it to a max of 12) the game no longer crashes.
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]
Doesn't look like there isn't one. Just one for Crusade and one for Crusade and Retribution.
[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
Yep, also watched the animated version of Second Empire on YouTube (some of the animations aren't great, but I love the story) with some of the family. Unfortunately they are only about halfway through the series [e digicons]:'([/e]
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
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
I had a couple of game crashes right after building the freighter/survey ship, but in another game it hasn't, still investigating. Otherwise, I'm liking them [e digicons]:grin:[/e] Looking forward to the Dalek flavor text [e digicons]}:)[/e]
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.
Hey Gauntlet, The flavor text xml for the terran sovereignty is missing the first 5 lines, might want to fix that [e digicons]O:)[/e] Otherwise it looks great - as usual [e digicons]:D[/e]
[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
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
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.
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 :)