Unchecking "Enable Mods" will deactivate all mods with out "uninstalling". Requires a Game reboot to take effect.
Horemvore
[quote who="admiralWillyWilber" reply="467" id="3637051"] I would probably recommend reinstalling the game over uninstalling the mod. [/quote] Hmm? @ Byeohazard -No Mod works with MP.
Star Trek
[quote who="BuckGodot" reply="1" id="3637036"] Looking good. Have had a chance to test it yet, but wanted to let you know that you probably want to have the mod display "Morale" instead of "Moral" for the Sentient Forest event [e digicons];)[/e] EDITED: Found a minor error in the Aurora Snows event. The flavor text for the Malevolent choice is simply a copy of the Malevolent choice for the Pods event in the base game. Though you would want to know
Remvoed
The code is there even in 1.71. Edit: For all Races, not just Terran Tree.
[quote who="Gauntlet03" reply="462" id="3636970"] But ya know... once you install GRM, you are not going to look back anyways [/quote] HAHA!
I think there are far more things than its decision making that gimps the AI: One Action per Turn Bad AI Governors Bad Blueprints Not knowing how to adjust the "population" slider for colony/transport ships Not knowing what to do with defunct colony ships, you know them colony ships that are hanging around planets for turn after turn after turn because you beat the AI too them. Limited number of AI Strategies All I can remember off the t
Wrong Age
Also a Melvolent Trait that makes Colonies immune to Culture Flip.
Removed Hotfix.
1 per Tile to start with, Starbase modules Increase this to 2,3,4 & 7.
GSM needs the GC3GlobalDefs.xml updated to 1.71. Thats what causes the crash :)
Taken a look at GRM, as long as you do not use GRM - PRT and GSM it should work fine. GRM - PRT by looking at these files is to do with Pirates. In my Mod I have completely changed the Pirate Faction to use a Custom faction so you are not losing out by not using it. GSM by looking at these files
The AI Governors seem to be set in GalCiv3AIDefs.xml this time round. And with no available option to add commands into the xml's by editing the Schema's, replacing a Governor is the only option. As to the player Governors its possible to add new ones. But again I think you would have to replace a default Governor since there is no way to add new UI elements to the game either. TBH I have not looked to see if just adding a new Governor updates the UI in game or not, I'll c
No, Static blueprints can break the Capacity rules, and some do. Think of it as getting a "Leg up", same for the starter Surevy ships thats armed up :) ScoutStaticBlueprint Starting Scout (All Races) Tiny Suppo
[quote who="CommanderBarzane" reply="19" id="3636496"] Hi Horemvore great looking mod. was just wondering if this is compatible with Gauntlets race mod? [e digicons]:beer:[/e] [/quote] Probably not tbh. We both change the FactionDefs.xml and one will over ride the other so something will get broken either way. Once Gauntlet updates to 1.71 I can look at making a compatablty mod.
As the title says, this bug is STILL happening. I asked Paul during the aniversary stream on the 19th about this bug. He stated it has been fixed but was unsure wether it actualy made it into 1.71. Now the patch notes list it as been "fixed" also. It still happens. Can we get please get a Hotfix for this? Or atleast some offical word on the matter??
[quote who="rynebrandon" reply="53" id="3636401"] I honestly can not fucking believe they haven't released as easier way to do this, yet. Forget the fact that ability to makes a shipset should be EMBEDDED IN THE FUCKING GAME - let's leave that aside for a moment. They haven't even released a standalone downloadable tool. And even if they did, you couldn't download completed ship sets from the workshop. Still. A year later. Sorry. Just needed to vent. [/quo
Patch 1.72 is planed for mid-end of June - Astroid Mining/Ship Leveling Path 1.73 is Planed for August - Cant remember what was said of this. Crusader Exansion Planed for next year - Espionage and a bunch of other stuff I cant remember. Its was all mentioned in the last Dev stream (19th May):- [video]https://www.youtube.com/embed/w1yZuemi71Q" frameborder="0" allowfullscreen[/video]
Updated to Alpha 0.2f:- Fixed Broken UI Texts. (Updated to 1.71, missed file) [WIP] AI Strategy Tweaks: (Start(20 Turns) - Expansion(30 Turns) - Fortification(20 Turns) - Expansion(30 Turns) - Fortification(25 Turns) - Personality(Turn 125) - Victory Condition(Turn 250)) Expansion: AI will agressively build Colony Ships while going for Expansion/Growth techs. 2nd Phase they will produce Defence/Attack Ships. &nbs
Like the idea erischild. Doesnt fit with fire rainbows though, I will however fit it in elsewhere! Pics of Fire Rainbows: <img style="vertical-align: baseline;"
I have played with this for the AI, it is possible, but you have to replace one of the default Governors. I am asuming you want it for the Player?
[quote who="brokenwolf023" reply="30" id="3636078"] In the bullet point just above the Precursor events fix, it states that "Games will no longer run out of colonization events." It is a separate issue that was supposed to be fixed. [/quote] My Bad missed that completely [e digicons]x_x[/e] Guess I'll have to test some more before I go nuts with new colonization events. EDIT: Booted up my test game from last night. I
[quote who="Zhurok" reply="27" id="3635945"] Pretty disappointing to see that the colonization bug is not fixed. Seems like it would've been pretty easy to test if the fix actually worked. [/quote] The fix was to stop Precursor Events appearing on normal planets. So the fix is working as intended. As to Colonization events stopping after 30 planets, well theres only 30 default colonization events and they dont loop. I do not know if they looped bef