Horemvore

Horemvore

Joined Member # 3791731
90 Posts 1,903 Replies 1,908 Reputation

[quote who="Colonel_Panic2465" reply="8" id="3770441"] Hey stardock, that seems weird, is that by design like Horemvore suggests? [/quote] I am not sure it is tbh, this has been disscussed and reported a few times (More so to do with code in the XML that gets over written by the TFV system) You can adjust the Ship Componets, Threat, Fortitude and Value stats, will require a new game but not a redesign. Or you can tweak the Blueprints for fighters, will not require a

12 Replies 33,153 Views

Type of carrier module only determins what type of fighter you will get, Guardian - Kinetics, Assault - Missiles and Interceptor - Beams. Role is determined by what load out the fighter gets. Each Fighter gets 1 Weapon of choice, then the auto generator gets a choice of 1 Normal Weapon, 1 Resource Weapon or the Best Defense module available. If you invest heavily in Defense techs and not keeping Weapons equal or further along then yes it is totally possible your fighters are coming ou

12 Replies 33,153 Views

[quote who="Commonsens" reply="5" id="3770205"] 8) Download Horemvore's modpack .rar file (to check how he did it and structure) (done 3 times) Check = not working: cannot open file as its not even recognized as a .rar file and thus cannot even check it. [/quote] Odd, try a different zip program? As to the rest this is a direct link to my UCP_Factions module that contain all my custom

9 Replies 45,216 Views

[quote who="Gauntlet03" reply="15" id="3769863"] Though you could build an entire text tree designed for a particular ability I suppose [/quote] Totally. Quite easy to do via xml. Could even return to the old way if someone wanted to put that time and effort in. The TechTree function in FactionDefs will still grant other tech trees other than MasterTech.

16 Replies 85,552 Views

[quote quoting="post"] Has anyone figured out a way to edit planet/systems in retribution? Editing the planetdef file no longer seems to work and have had no success using the mod folders. [/quote] Make a copy of PlanetDefs.xml, paste it in ...Documents\My Games\GC3Crusade\Mods\Example Mod\Game folder (This folder is created by default by the game). You can no longer edit the core games xml files, they are there for reference and modders to use. The game uses cache fil

9 Replies 45,216 Views

[quote who="BabylonAS" reply="13" id="3769381"] Will there be any improvements to the technology tree system? Is it really possible to recreate GalCiv2's configurable civilization-unique trees and don't have such nonsense as the Phamysht having access to the Shrine of Tandis (which is supposed to be an Altarian exclusive improvement)? Also, I think that would be useful for the campaigns (should be they updated), as this allows to disable out of place technologies like the hypergate, whic

16 Replies 85,552 Views

[quote who="rap33042" reply="8" id="3765220"] "It's Bug A or Bug B: How many people like the "automatically upgrade planetary buildings" option on by default? You'll be happy when "Don't upgrade planetary buildings automatically" is the default. They won't." I don't care if it's the default. I just want a way to turn it off (or on) when I start a game. "It's lose, lose for Stardock. Therefore they've gone with what they'd like - which is auto-update. Hence

12 Replies 14,853 Views

[quote who="AdamMG" reply="1" id="3769312"] While this is meant to give the player to do something while the AI take their turns, it is in fact very laggy. I'd prefer just wait, with the UI locked out, if it meant slightly faster turns with no annoyance. [/quote] I would also prefer to be locked out of the UI once you hit the Turn button and the AI's turn's start. The laggy interface, mostly mid-late game for me, while this is going on should be enough for them to remo

4 Replies 6,670 Views

[quote who="Unknown_Hero" reply="2" id="3769344"] I should be able to use them all, a new location should be added for each Crisis Manager obtained. [e digicons]:thumbsup:[/e] [e digicons]:)[/e] [/quote] You could always add them with a few xml edits. (As many cabinet members as you like)

6 Replies 7,490 Views

[quote who="Old-Spider" reply="3" id="3768544"] This is why I think colony ships shouldn't be scouting. Their purpose is to colonize planets, and there aren't any planets in the space between stars. Colony ships should go directly to a star to see what's there. If there isn't a planet to colonize, it should go directly do another star. This will take some AI programming, and it may not easily be done, but it would be nice if it could be done. [/quote] Disagree, Colony ships

7 Replies 7,044 Views

All I have done is recolour existing improvements. Fits my needs fine. I think the ship designer creates a PNG when you save a ship so you could go this route, if you can get it to take a decent snapshot when you save. It all depends what you want them to look like tbh.

9 Replies 21,522 Views

[quote who="Unknown_Hero" reply="6" id="3768378"] Or all the Terraforming improvements always work on all planets. The game design is a bit wobbly, when the player research for a technology and cannot use the bonuses. A save file for the bug here . [/quote] Random.

9 Replies 24,918 Views

[quote who="Starfire3D1794" reply="2" id="3768285"] Ahh..thanks I'm playing my own custom race and have terrans as an ally (AI) and the AI has cut a path all the way across the map (Insane Map Size) will be nice to know how. [/quote] Wormhole most like.

7 Replies 46,823 Views