The different ships all have a set of code that describes what components they need to have, and what they'll fill up with when there's spare space onboard, it's ShipBlueprintDefs.xml under \data\game. For example, the basic tiny beam ship is this: [code="xml"] - SniperBlueprint Tiny</ShipHull
TurielD
When you're designing and hit 'save' there will be a checkbox which you can tick to make it a template.
So, I wanted to make some custom colours to fit with the theme of the ships I'm using (I wanted particular light colours and engine trails, especially), so I went hunting. I found the GC3AppearanceDefs.xml in data\core, and found the following setup: [code="xml"] GC3_Default_Appearance Ship_Color_Default <DisplayIc
The link 404s :(
I've been wanting to add some custom faction colour schemes, similar to how this would work. Is the easiest way to copy over the list from GC3AppearanceDefs.xml to a new file in the Mods folder, with more colour options added in, or is there a way to just add in a single colour code block to the existing XML via a mod without altering the original?
[quote who="CaptainGarand" reply="10" id="3555180"] @TurielD Thank you very much for your contribution. Are you okay if I combine your ship templates with mine inside a single package at a later stage of the project? [/quote] Sure, though if everyone contributes bunches of ships this way it'll be a template explosion :P I'd just like to have a 'contributed by' line in the description somewhere, feel free to use and share t
Just wanted to report that this hasn't happened again since I updated my NVidia drivers; the ones I was using before were ~6 months old.
I've been spending the past few days playing as the glorious Frederation, and have spent more time designing ships than actually taking over the galaxy... Here are the template files: https://dl.dropboxusercontent.com/u/45479330/GalCiv3%20ship%20templates/GalCiv3%20Federation%20ship%20templates.rar </p
When you create an alliance or go to war, factions shift to different rings in the diplomacy screen; however, this occasionally causes only the market for the faction to move, while their homeworld stays put:
Another issue I've had with the designer is rotation, and now that I've started working with the gizmos I think I can see why... This is how the rotation axes should display: But when attaching a part to a part which is already rotated, the axes go a little loopy... <img src="http://i.imgur.com/kku39DT.gif" alt="" width="830" heig
[quote who="Seilore" reply="1" id="3554819"] Yeah it takes a bit for my ships to move too, however, my ships start to jump around, the other night I pulled up the stats and on the main map I'm down to 6 FPS for some reason, no matter what my settings are. [/quote] Hmm, sounds like a calculations thing then, rather than display if its not affected by changing settings
Cutscene volume is linked to your 'music' volume I believe, that might explain the quiet.
While designing a ship, the Designer Gizmos show that moving the sliders on the X and Y axes is switched compared to the colours, and compared to Offset along these axes.
Ah that's a relief, thanks. Hard to keep up with what's been dealt with!
[quote who="Maiden666" reply="4" id="3554777"] guess some of the grapics got mixed up [/quote] Yup. [quote who="Frogboy"] Mistakes were made. Luckily, no one noticed that the Altarian are was supposed to be the Torians and the Altarians are humanoid and the Arcean art are actually the Thalan. I got the art last second and well, haste. At least the Drengin and Yor are correct. :) [/quote] <
I've been wanting to share some of my own creations - I hadn't realised I could find them in /My Documents/My Games/GalCiv3/Designs... thanks for pointing that out!
When ordering a ship to join another (which automatically forms a fleet) and ordering the other ship to move before the first ship arrives, the second ship with move from its spot and the first ship will join it at its new location to form a fleet, even if this is beyond the first ship's movement range. Example: http://i.imgur.com/U5w9QCZ.webm As you can see, the first transport moves
[quote who="putty101" reply="1" id="3554788"] I'm pretty sure it's the former ( un-used manufacturing capacity rolls over to the next ship, but the build queue isn't displaying it) Might I suggest tweaking your planets governing to get 6.5 more manufacturing points to the shipyard? [/quote] I can do that, then it displays that it'll build in 1 turn. Doesn't really provide much more information on whe
Wow that's impressive detailing MrStarTrek! The lighting on the engine nacelles looks great too, I haven't figured out how to change light colour yet... Thanks Nastytang, and sure, these are the colours: &nbs
I am building a vessel which costs 147 manufacturing points. I am giving my shipyard 140.5 manufacturing points, The vessel displays in the shipyard as taking 2 turns to build; that means the shipyard will let 134 manufacturing capacity of the second build turn going to waste. Or does it? Rather than what the build queue displays (2 turns per ship) I am actually building a transport every turn now... <img src="http://i.imgur.com/aZmrcta.png" alt="" width="19
I saw this bug first on youtube, presented by Arumba: [video]https://youtu.be/qXnDVs9O9sA?t=7m37s[/video] What it comes down it, is that the shipyards 'manage' screen does not check for capacity when deciding whether vessels are build-able. Yesterday I was playing a game as a custom faction, the Frederation, which uses the Terran tech tree and ship style. I focused capacity research (as usual) and designed a late-game cons
We already knew they had a pro grammer, they have several.
[quote who="Publius of NV" reply="12" id="3554599"] Quoting trims2u, reply 11 Influence doesn't give you Ideology. Sorry, I meant to type ideology, not influence. [/quote] I thought so :P Still, it kinda locks you in to having to go with the building
I felt that my faction (the Frederation) needed some Starships that fitted a certain theme... Constitution: Miranda: Galaxy: Intrepid: <img src="http://i.
[quote who="Franco fx" reply="8" id="3554525"] Quoting dragoaskani, reply 7 Take some planets? Always a good idea, but it doesn't give you I points. [/quote] Indeed. Now if we could sterilise a planet and *then* colonise, I could really pick up some benevolence