Another bug with transports: Upgrading a transport includes a legion as part of the cost, which doesn't make sense. The legion is added to the transport after the upgrade and can result in a transport carrying a greater number of legions than its capacity. (That's how it appeared to work in a previous session anyway - a transport which seemed to have a maximum capacity of five legions had six legions onboard after upgrading for better engines).
doubledeviant
Thanks - the confirmation is appreciated. It's good to know that it works on someone else's install and that I didn't flub up and overlook packing something into the zip. Soothes that nagging doubt that accompanies releasing a mod into the wild. An interesting surprise: I started a game playing as Star Federation and was plunked down right next to War Clan... so I get to observe how the AI plays one faction from the start as I play the other, which is great! So far I'm liking
https://www.nexusmods.com/galacticcivilizations3/mods/145 From the readme: "Adds two new human civilizations to the game: Star Federation and War Clan. These are added via the XML append method for customization and compatibility. Both use a modified Terran ship style with custom designs and upgrading blueprints. Each has a new leader portrait, home system, and ship color scheme." <p
[quote who="Horemvore" reply="34" id="3759794"] There are exactly 0 mods on steam. What you get on steam are Shipsets, Civilizations and Factions that have to be made via the ingame editor. Once you mod 1 single xml file you can no longer use the workshop for publication and have to find a 3rd party to publish your mod for people to download like, Nexus or these forums. [/quote] Well, color me surprised - that seems quite bizarre. What's the rationale for that? And is tha
[quote quoting="post"] 5) Have mod support through Steam. [/quote] Aren't most GalCiv3 mods already exclusively posted to Steam? And didn't Stardock choose to prevent third-party downloads from the Steam Workshop for GalCiv3, locking out those who don't use Steam? What more do you want? How much more "support" for Steam until those of us who use GOG and the Nexus won't be able to mod at all? Forgive me if that comes across aggressively, but I'm fi
Shame that neither resources nor an active modding community are available to answer these kind of basic questions. I think I've figured this out via trial-and-error: Custom supply ship blueprints must use the RequiredSpecificComponents tag for SupplyModule. Using the RequiredComponentType tag for SupplyModule will not work - the blueprint will be accepted by the game but will not appear in the in-game build list. Further, the RequiredSpecificComponents tag req
The XML files contain many spelling errors. See Planet "Sarrow" in PlanetDefs.xml for example - which should clearly be "Sorrow" given the other planet names in that system. There are also inconsistencies in naming conventions - some techs have "Tech" stuck on the end of their internal names while others lack that suffix. Another issue: DefenseSystemTech for Defense Systems WeaponsSystemsTech for Weapons Systems Note the inconsistent plurality. These sh
I'll ask another way: Has anyone successfully created a custom supply ship for a XML ship style? Or played a mod that includes one? I'd like to at least know if it's possible.
Title. Currently I have nine other ships in my ship style, and those are working without problem. This is a XML-append ship style - does the supply ship require some additional entry in another file beyond the norm (blueprint, class, faction ship style, text)?
[quote who="Frogboy" reply="82" id="3759291"] I think the new gameplay styles can be made into an option (scorched earth and FOW in territory). [/quote] Could we also get a switch to disable the adjacency system please? It can be removed via mod, but the mod has to touch so many things that a built-in toggle would be much preferable to avoid potential compatibility issues. Unless I'm overlooking something, it's only the power plant and bureaucrat series of im
Title question. Would like to get rid of the long string of numbers/letters appended to each file name and to keep my ship design directory neat and tidy with my own file naming conventions, but changing file names seems to disassociate the .objgfxcfg, .png, and .ship files.
Don't know about 3.8 or 3.9 (the latest patch changes have significantly lessened my desire to play), but with 3.7, the A.I. wasted Stellar Architects (and thus administrators) in fruitless assaults on well-defended targets. Fleets composed of a Stellar Architect and two tiny ships attacking starbases with several levels of upgraded defenses...
[quote who="mrblondini" reply="51" id="3758922"] I think it's sensible that a surrendering civilization wouldn't want their enemies access to a pristine Class 17 planet. They're not surrendering because they want their enemies to prosper, after all. [/quote] That Class 17 world has up to 17 billion of their people on it. That world undoubtedly contains a significant portion of their cultural output. The imm
[quote who="Mac2411" reply="42" id="3758862"] snip [/quote] Agreed. Unfortunately this seems common practice for Stardock: instead of carefully refining current mechanics, to make a (sometimes major) change without properly considering its effects on other parts of the game. For example, both the Ancient Precursor Device and Mysterious Outpost events create a colony with five population, which is two over the initial colony limit and immediately causes very l
[quote who="DMF" reply="1" id="3758852"] To me the adjacency system is like an embedded Tetris game. You try to visual how everything best fits together. I don't think I like GC as much without it. Is that the meat of your mod? [/quote] I'd be more inclined to like the adjacency system if usable tiles on a planet weren't random - if the player could select a number of tiles equal to the planet class, preferably only having to select the next tile used
@Publius: Sounds like an easy fix for Stardock, if it still happens: If all other remaining civs are friendly to the enemy, the defeated civ should not be able to surrender to any civ except that enemy.
Here's an example of why the surrender mechanic was interesting: My civilization was at war with the Snathi and had taken all but three of their worlds. The Snathi surrendered to the Krynn. Now I had a choice: Declare war on the unfriendly Krynn to prevent a sharp rise in their power, or not. To further complicate matters, my civilization shared borders with the Krynn, and a significant number of our military ships had been battling the Snathi and were far from our core worlds. <
[quote] Surrender change: Surrendering players now destroy their worlds upon surrendering unless they are surrendering to a particular player in which case they will transfer their homeworld (and only their homeworld) to that player. This reduces the late game sudden explosion in micro-management of worlds the player may have no interest in. AI also destroys its ships. [/quote] "My hand itches a bit... Please cut it off!" Instead of removing one of the more int
Simply put: It's my opinion that the current state of the game is "not fun". To start: Random placement of usable tiles and capitals (significant because of the adjacency system), random number and placement of tiles with Arable Land (exacerbates the problems of the adjacency system), and random access to resources (significant because of the construction requirements of one-per-galaxy wonders). I've made a tentative effort to make the game
[quote who="Towerbooks" reply="5" id="3665954"] and yet as far as I am aware GOG version still doesn't have 2.0 [/quote] We just got it earlier today (Thursday). One of the blues (staff) on GOG told me there was an issue with the initial build that caused a delay. I downloaded and installed 2.0 but haven't played yet.
[quote who="ElanaAhova" reply="2" id="3665917"] And crusade has religious conotations, and the players civ might not be strong on religion... How about 'Terrian Watch?' [/quote] I'm thinking more "a remedial enterprise undertaken with zeal and enthusiasm" than "the Crusades". But then the Crusades themselves were remedial in nature despite common misperceptions: They followed centuries of Muslim military aggression and conquest. The religious aspect was a m
One of the Crusade news posts mentions a new Terran faction called " Terran Resistance". That name is weak and generic. How about calling them "Terran Crusade"? Simple but effective: It conveys "Terrans ready to kick some ass" well enough. Or perhaps someone else here can suggest a better name. Just not "Resistance" please.
I'd say wait for a sale and buy Mercenaries. Two civs - Arceans and Torians - plus the Galactic Bazaar for hiring mercenaries. The rest are more-or-less fluff - mini-DLC that placate owners of the Founder's Edition but hurt Stardock's credibility among gamers in general. They're nice in that they flesh out the game, but they're not vital for a good experience.
(Posted on the GOG forum early this morning but haven't got a response yet, so I'm posting here, too.) Why isn't the Gold Bundle available on GOG? For the game and all DLCs, it costs $109.89 on GOG vs. $60.39 on Steam . Steam users pay $50 less than GOG users for the same content, and if they own all previously released content, get a 45%
+1 to what ManiiNames said. That's my strategy, too. I'll add that if planets are reasonably close to one another, then I'll link them to a single shipyard. A cluster of research worlds with a plant and factory on each can produce ships at a decent rate. Edit: I didn't adjust the allocation percentages playing normal tho, just used the focus and project. I plan to play a higher difficulty and experiment more next game.