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
shayvaan
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 :)
[e digicons]8(|[/e] Sounds great but... Dare I ask... What does all the temporal stuff do? [e digicons]:grin:[/e]
Cool! [e digicons]:grin:[/e]
Looks good. Just out of curiosity, will this be compatible with the DLC?
[quote who="Horemvore" reply="161" id="3738116"] Its just that, it can happen multiple times, and you can have upto 4 planets stacked in one tile. Thats the worest I have seen it. [/quote] Ahh, haven't seen anything like that in my games yet, but I've been working on balancing a personal mod, so I haven't been getting further than turn 125 lately. Thanks [e digicons]:grin:[/e]
Hehe, no longer as young as I used to be either [e digicons]:grin:[/e] @Rap, sorry didn't mean to confuse you, but that was the name of the folder [e digicons]:)[/e] @Horem, how badly buggy is it? I haven't noticed anything beyond that the "class 7" planets seem to be more than that. I do like that part of the mod (although with my older computer, I had to go down a galaxy size)
Just out of curiosity... You left the MOAR Planets out of the beta, missed or deliberate for some reason?
[quote who="rap33042" reply="148" id="3738023"] Hi Horemovre, I just checked and my TreatyDefs.xml file matches what you are showing. Here's what I have: Alliance Treaty TREATY_ALLIANCE <Description&g
Easiest way... open your steam library right click on gal; civ 3 click on properties click the "set launch button" In the box type: NoMinSpec launch game you should now have access to all map sizes Beware however, you will quite likely run into performance issues, you have been warned [e digicons]:grin:[/e] When they first started limiting access to different map sizes, we raised a bit of
I wouldn't be adverse to repeatable projects, so long as there were nonrepeatable ones as well. Personally, I would rather redo a que 10-20 turns on a hundred planets in the endgame, than to forget to upgrade planets in the midgame because of autorepeating projects, which as a micromanagement problem is worse IMHO. Fortunately, it isn't a binary solution, don't see why they couldn't have both (or maybe a toggle button, like the one on shipyards, that, instead of not notifying
[quote who="Horemvore" reply="114" id="3735117"] Quoting shayvaan, reply 112 TBH it may not be stopping it, but it may be making it take so long as to be useless. 10 stoped it, should have been 0.1 for 10% [e digicons]:)[/e] (10 equaling 1000%) [/quote] Eep! Guess that wo
TBH it may not be stopping it, but it may be making it take so long as to be useless. In the game I noticed it in, I had placed the spy before war broke out, then forgot about it. The war came about 25-30 turns later, went to find out how many planets they had that I hadn't found, and found out that the espionage level was still None.
Game crashes when races from the Star Control DLC are used. Edit: I should say that the mod crashes when the Star Control races are used.
I seem to have found the problem. In GalCiv3GlobalDefs the is a line in the espionage section (Line 1313) labeled "SecurityBase" You had a value of 10 The Base file has a value of 0 Changed value back to 0 and now and espionage levels are working again. :)
Yep, brand new games each time. Played without mods, worked properly. Then I tried with a personal mod, which makes a couple of new abilities and life type for the Borg, worked properly. Changed over to UPC_core (nothing else) and suddenly, not working :(
For the sake of clarity. I am not talking about the level of the spy itself. I am talking about the espionage level of the race I assign the spy to spy upon :)
Horemvore, small problem: Spies are not gaining levels of information on their targets. Noticed yesterday, but decided to do some testing first. Disabled mods, played as Onyx, found race put a spy on them, went from level none to level low in about 5 turns. Reenabled mods, removed all mods except UCP_Core, started game as Onyx again, found a race and put a spy on them. It has now been 20 turns and have not gained any info levels. Removed UCP_Core
ran a soak game with all the DLC factions (plus a few others) for 125 turns with the 1.16b ver,, gigantic galaxy, only 8 players, gifted AI. All races, including DLC ones, colonized rather large areas. Also started a tiny game playing the Mukaay, and all the default ships were showing. Looking good [e digicons]:D[/e]
Was trying to play the MuKay. Game started fine, but they had no default ships. Went to create one in the shipbuilder and the game crashed as soon as I clicked on the MuKay colony ship hull.
[quote quoting="post"] Another big area I'm seeing is that top players are extremely good at expanding. Seeing players with over 10 colonies in 60 turns makes me a bit sad because it means that we still haven't done enough to reward playing tall. I'll be updating this entry as I go through more saves... [/quote] Some possibilities: Instead of having xenophobic reduce military construction, perhaps you should have it vastly increase the cost
Probably something they will add when they do the fall update Brad's been talking about. Doubt they will become part of the official lore for Gal Civ, but adding them as races for sandbox is a good way for them to cross-pollinate their games. Especially when they are porting some of the tech from SCO to Gal Civ anyway [e digicons]:D[/e]
Hmmm... Strange, my RAR unpacker kept giving me error messages when I tried unpacking it, but it allowed me to convert it to a zip file, which I was then able to extract. Problem solved [e digicons]:D[/e]
Downloaded, but got an error trying to unpack.