[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
Horemvore
1. Screens (The UI) are not moddable. The only thigs moddable are contained with in the Data folder (Vanilla, and the corrosponding folders for the Expansions/DLC). 2. I guess you did not fancy searching the forums.
Use them as you see fit :)
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
[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
[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.
[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
Added one more :- Ability to add a PreReq to the Stat/Modifier and Trigger Tables within other tables.
[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
[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
[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
Always visable, unfortunatly GC3 does not support PreReq's on tables within tables. (If it did....the possibilities....)
[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)
That is not a bug. Intentional, as you should know since this is a common occurance in GC3 (Art Reuse).
Yeah great place to post about GC3 stuff, if the GC2 forums....
[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
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.
I know what you ment. Requires XML and you can use any PNG image (128x128) for the improvement.
DLC for creating improvement sets that we can already make via XML? LoL no tyvm.
Event's do not just effect you, they trigger for the AI too :)
[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.
[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.