TurielD

TurielD

Joined Member # 3600233
33 Posts 278 Replies 2,124 Reputation

[quote who="j31254" reply="17" id="3558997"] hi dumhead! [e digicons]:)[/e] I'm a beginner at modding and I'm following this guide. TY for it. Can I ask a question? How do I fix the errors: Ship Design: Missing ship design for ship class static blueprint ValyrianStartingScout. Was this caused by pointing to a custom ship design? Blueprints must point to core or modded ships. <p

63 Replies 371,743 Views

[quote who="SorrowKnight" reply="183" id="3559004"] AI places less emphasis on capturing resources (fewer constructors running around) Well... I tried 1.02 patch, and... AI almost not interested in capturing resources even if he have a lots of it in ZOC. Previously AI was extremely active in gathering resources, now it`s same extremely passive at that aspect. [/quote] That may differ per factio

212 Replies 857,547 Views

With the changes to kinetic mass (along with the changes to carrier modules) could the GuardianFighterBlueprint get a KineticWeapon line added? I've been having a look at drones today - if you busy patchers have the chance could you take a look at my thread here: https://forums.galciv3.com/466693/page/1/ Code for suggesti

212 Replies 857,547 Views

Agreed! It's way too easy to succumb to the feeling that the negative outweighs the positive, but the forums are full of people helping out with issues and improving the gaming experience together. Perhaps that means we should be a little clearer about how appreciative we are for the work Brad and the team put in to this.

41 Replies 383,397 Views

[quote who="shiva7663" reply="159" id="3558338"] Is there a database of available mods available somewhere out there? [/quote] Not as yet - that'll come with the steam integration I expect.

173 Replies 1,207,755 Views

[quote who="Menmaatre" reply="21" id="3558793"] I downloaded the star trek ships and added them to my designs folder but they don't show up as templates when I enter ship designer. [/quote] They will only show up starting from a new save - saves kinda lock in templates and .xml's from the start.

26 Replies 151,198 Views

Hey guys, as some of you may have seen in the 'show your ships' and 'share your template' threads, I'm working on a stable of Federation/Starfleet ships from Star Trek! Due to getting a little annoyed at having to manually design and upgrade craft with my new templates, and having found Dumhed's excellent guide (here: https://forums.galciv3.com/465834/page/1/ ) I started work on a c

11 Replies 26,925 Views

[quote who="Sansloi37" reply="6" id="3558600"] Hey TurielD, great post! I agree with pretty much all of your points, and have in fact modded my game to do almost everything you've suggested - increased maintenance/manufacturing costs, and assaults made into tiny missile bombers (and switched them with interceptors, so that now interceptors are the base fighter and carrier focus unlocks either "bombers" or kinetic Guardians). I also changed the high capacity carrier module into a one-

12 Replies 42,565 Views

[quote who="Gauntlet03" reply="2" id="3558635"] Is the issue just screen shots? [/quote] Not screen-shots, but the automatic picture that the Ship Designer makes showing your creations. Here's my Sovereign before I figured that out: And here it is after I moved its base part ~20 points along the Z-

4 Replies 5,451 Views

[quote quoting="post"] So as far as I understand you need to spent your own population to build ground troops. If true than that means ground troops are insanely valuable and that losing them is the same as basically losing portions of your empire.[/quote] They are very valuable, keep them protected! [quote] However, I still have some questions about how land units work. For example, if I build a transport and convert 1 po

3 Replies 8,722 Views

What's happening is the ship designer thinks the ship is so big it needs more space - it's basically measuring the distance from your starting part to an edge (I dunno which edge). So, if you move your ship forward by grabbing the base part and moving it along the Z axis, the ship will change size in the screenshot.

4 Replies 5,451 Views

[quote who="Greg__B" reply="5" id="3558545"] Is Builder 5 also affecting the generated-from-nothing module from Builder 3? [/quote] Hmm that could be it actually!

6 Replies 30,635 Views

[quote who="wuphonsreach" reply="10" id="3558455"] My feeling for the diplo-timer of 20 turns is that it should be scaled based on how big the previous interaction was. And it should be by "category" instead of an entire "do not talk to us" switch. Traded me for tech? First off, there should be a limit of no more then 3-5 techs traded at a time, then a 20 turn average cool-down before you can trade tech again with that race. Races that like you might be willing to

41 Replies 199,172 Views

Please skip past the images below if you are already aware of the fighter balance discussion to see my suggestion/code. I was just checking out the differences between the various Fighter types, having unlocked them fairly late in the game, and noticed that the higher tech 'guardian' and 'interceptor' fighter types are vastly outclassed by the standard AssaultFighter: <img src="http:/

12 Replies 42,565 Views

It does work, but only after construction indeed. Also, is it just me, or is Builder 3 giving starbases 2 spare modules; my 8-construction-point constructors can build 8 different starbases with 3 upgrades each :D

6 Replies 30,635 Views

[quote who="Blaze of Glory" reply="1" id="3558284"] To keep you from spam trading each faction. That way you can't get a tech from faction A, trade it to B to get something to trade back to A and trade that to B and so on. [/quote] This is what I figured, still, it's annoyingly opaque. What's the in-game reasoning for why I can't discuss trading a starbase with Faction A in order for help in a war against a common enemy after I finished tech ag

41 Replies 199,172 Views

[quote who="node10" reply="14" id="3558031"] Off the top of my head, there are a number of things that could be done to make Military SBs worthwhile:- Increased auto-repair for fleets stationed within its ZoC. Increased Logistics for fleets stationed within its ZoC. (Although when moving a boosted fleet out of ZoC there will need to be a pop-up telling you that you need to break the f

54 Replies 226,516 Views

Here's an idea: Let military starbases exude a zone of control that doesn't protect things directly, but involves the base in any battle happening in that zone - 2 hexes or so. So, if you have a starbase next to your planet, troop transports and attacking craft can't just go to town without going through the starbase. But, due to the starbase overlap issue, you will have to choose between surrounding planets with production/culture bases, or having a militar

54 Replies 226,516 Views

Hey all, here's a couple of minor gripes I have with how ending a war goes while you're winning. First, the AI will tell you they've had enough, and you get this message: To which I say 'very well' because I am a benevolent god, and I'd like to negotiate the terms of their surrender. But what "Very Well." actually does is immediately accept

0 Replies 9,275 Views