RavenX

RavenX

Joined Member # 3364067
133 Posts 2,118 Replies 31,872 Reputation

[quote who="Seilore" reply="61" id="3557045"] Like Frogboy stated still doing balancing getting everything figured out. I would imagine this would go higher, however, what I would like to see if Gal Civ II map was 1/4 the size and had 400 planets to colonize than, Gal Civ III should have be able to have 1200 planets?? Am I wrong to assume this? What is the purpose of having such large maps if we can't fill it up (by default) without modding, similar to what Gal Civ

179 Replies 694,496 Views

[quote who="Frogboy" reply="51" id="3556896"] Good feedback guys. We're planning on updating the opt-in tonight where these values are data driven. The number of stars will probably go back up to where it was before (by default) and the # of habitable planets will be about 3X what is in 1.02. We'll see how perf is at that point. The values will be moddable for people who want insaneR numbers than what we choose. It's a non-tri

179 Replies 694,496 Views

[quote who="Frogboy" reply="72" id="3556467"] I'm just not sure how much "fun" there would be managing 6,400 planets (which is the number I counted in my tests). [/quote] I think the key here is even if there are 6,400 planets, not every player would colonize that many (especially with a bunch of them being dead worlds). Later on when we get starbase planet destroyers or "death stars" most players at end game are just leveling enemy planetary systems. When I have

212 Replies 857,971 Views

[quote who="BuckGodot" reply="31" id="3556821"] Tiny: 25-29 total colonizable planets (two tests) Small: 40-45 total colonizable planets (two tests) Medium: 78-87 total colonizable planets (three tests) Large: 105-127 total colonizable planets (two tests) Huge: 134-157 total colonizable planets (two tests) Gigantic: 174-177 total colonizable planets (two tests) Immense: 215 total coloniz

179 Replies 694,496 Views

I'd like to see Warp Gates put in but only on colonies/systems you control. From the planet you build it on in it's orbit, and it only connects with other Gates you've built on other planets in systems you own. That's the way MOO2 handled them and it was perfect. It was also end game tech so it made sense. Wasn't OP at all. Now being able to build one in the middle of space behind a enemy empire when you don't own anything there, while that does seem co

20 Replies 174,144 Views

[quote who="Frogboy" reply="13" id="3556681"]people running out of memory and turn times are a major issue for people. So this was an attempt to address it. That's why it's an opt in build. We want to get feedback on it. [/quote] True. Maybe point out a bit that it's purely a 64Bit game. If need be up the system requirements a bit :) . People only meeting the minimum specs shouldn't be complaining when they can't max things out anyway. ;) A

179 Replies 694,496 Views

[quote who="econundrum1" reply="19" id="3556752"] Osbot one good thing about this game, if the eventual released patch isn't to your liking you can easily mod it back to the old settings. [/quote] That's true, but it's far easier for the player to change their settings in map size and type than it is for someone with no knowledge to mod something even so basic as a xml. It would be better for them to just add a "Star Count" slider with actual number

179 Replies 694,496 Views

Also note, just in case the massive gimping was because of someone complaining. Here's the thing, going into a Immense game, or larger, we expect it to take Weeks or Months of Real Time going in. When I play I turn off all win conditions except for Conquest, Alliance, or Influence. I don't want the game to stop except for any of those conditions, period. I don't want to loose because someone finally researched the final "I Win" tech. I don't want to loose because so

179 Replies 694,496 Views

LoL I was just posting this and the forums ate it when I hit "Post". Map generation on immense maps for stars and planet spacing seems different on 1.02. Not sure what (if anything) was changed in the generation code or maybe I just had a real bad string of mutations for star and planet spacing. It seems that the "scattered" spacing is acting more like loose clusters. Test Settings: Stars: abundant Planets: abundant Hab Plane

179 Replies 694,496 Views

Ok so I used the search function, scoured the web and search engines, and the only thing I can find are other people asking this same thing. Some have also assumed what I thought above. Is that right? Is it a graphical glitch and maybe the yellow isn't even supposed to be there? I just want to be clear so I know exactly what I'm doing and what it means.

1 Replies 17,919 Views

When I'm setting up a new galaxy and selecting my opponents some of the names on "add" are surrounded by a yellow box. I can still add and remove them just fine. What does the yellow box mean? I was thinking maybe they were a warning that many AI's would strain your processor or something. I don't think that's it now though. Any idea? Thanks for any info.

1 Replies 17,919 Views

[quote who="00zim00" reply="36" id="3552673"] Is it possible to add in the mod a natural bonus to disposition between some factions. Taking star trek for example, make the Cardassian naturally want to side with the Dominion and the Breen. have the Romulans hate the Vulcans. Things like that. That way it gives them incentives to have a more "natural" ally structure that follows the show, but dosnt simple force them into a team alliance at the start which prevents natural progression

49 Replies 202,198 Views

[quote who="Frogboy" reply="61" id="3552365"] This thread is a great example of why we don't allow for tactical control of units. Because someone would have made a unit within infinite kiting ability and we'd be spending development resources endlessly dealing with that rather than focusing on making the overall game better. If you want tactical battles, find another game. We will NEVER EVER EVER EVER EVER have tactical battles in GalCiv. It's

90 Replies 416,664 Views

This is a good call. It's more or less what we have in mind for the "Ultimate Sci-Fi War" mod. Instead of incorporating everyone's race mods into huge download packages I was thinking more a page like this except dedicated to just sci-fi races from all our favorite shows, movies, and universes. That way people can go to one page and pick and choose all the races and factions they want in their game, as I'm sure not all of us have the same vision of a "Ultimate Sci-Fi War" as we al

22 Replies 403,435 Views

[quote who="Larsenex" reply="24" id="3551829"] I am still looking for the Terran Earth Force from Babylon 5 and the Minbari and Vorlons. Oooo Must have more factions! [/quote] Working on them :P . It takes time to add in all these races :P . If you'd like to start making their ships though that would be awesome :) . I'll have the race images for making the custom races in game in a few days. I've been pretty busy and was also lucky enough to get 3 new games in

46 Replies 260,652 Views

[quote who="Jeff26jeff" reply="28" id="3551768"] Soooo, I have been following my own advice and trying to contact very members through the community. So far I have posted on Mechworks mod post and I am about to PM Dumhed, any others? I have also PMed Pierreluc and Bamdorf. Also thx. *EDIT* Fixed spelling errors, and updated information. Cheers! -Jeff26jeff [/quote] I'm not entirely sure honestly. I think my buddies from Elem

49 Replies 202,198 Views

[quote who="BigBadB" reply="23" id="3551159"]Never been an issue for me, personally, either in GalCiv or Civilization or any other 4X that doesn't feature manual control of battle resolution. If it's a sticking point for you, I fear you may be disappointed, as the devs have frequently confirmed that there are no plans for manual control of battle resolution. As they have pointed out, on larger maps it's entirely possible for the player to have 30 or more battles in a si

90 Replies 416,664 Views

[quote who="Dumhed" reply="25" id="3548024"] i can also help for anyone who wants a particular logo (still within the GalCiv3 style) but doesn't know how to do it themselves. I have professional experience with photoshop and other tools for static digital art. [/quote] Indeed, same here. If anyone needs pics I'll help as well. I happen to own all the MoO games as well, plus all the Star Trek Armada games, and Birth of the Federation (though I haven&#39

31 Replies 92,214 Views

[quote who="Jeff26jeff" reply="24" id="3551285"] Daaaamn, RavenX when you try to get something together... [/quote] Heh, I do try. Go big or go home, I always say. Mostly my goal is just to try to organize everyone's efforts. We're all sci-fi fans here so we know we'll see the obligatory Trek/War mods and the others from our favorite shows. I just want to gather up completed race/faction packs for people for them to download already completed. I know I can&#39

49 Replies 202,198 Views

[quote who="Dumhed" reply="17" id="3551226"] The key xmls for this are ShipClassDefs and FactionShipStyleSetDefs The key is, you use the ships you designed as templates. Then you make sure the xml points to the correct file name. As mentioned above, the lame thing is that the modding system does not yet look for ship designs in a mod folder (or even in your own design folder in my tests). It only looks for designs in the program folders version of the design

38 Replies 185,920 Views