[quote quoting="post"](1) Will Stardock be supporting Steam workshop for distribution of GC3 mods?[/quote] Yes. [quote](2) Will Stardock publish information on the meaning of the XML tags?[/quote] Maybe, the tags are pretty self-explanatory from what I saw. [quote](3) Will Stardock host a Wiki for the modding community that we can all contribute to?[/quote] There already is a wiki for the GC series, why would we need a separate o
Rhonin_the_wizard
I remember reading some suggestions for the home planets of the civilizations to feel more unique, and I have come up with an idea that would be relatively easy to implement. Make the improvement CivilizationCapital different for each of the civilizations, with a unique icon, different stats and have different adjacency bonuses. For example the Terrans' one could have better bonuses to manufacturing since it was stated in the lore that they discovered fusion power. The Dre
Good stream, thanks for answering some of my questions.
[quote who="BimmyJimmy" reply="5" id="3490403"] Will the buildings in the planet viewer be animated? For example some blinking lights or smoke trails, or some moving parts? This would go a long way to make planet view not as bland as it is now and maybe adress some criticism about GC3 beeing too cloose toGC2 in regards to the planet surfaces. [/quote] They talked about something like this in the previo
Will the Founder's Vault ever get any new content? Are trade routes going to be limited in number? Because 9 or so on an immense map isn't a lot. Will space monsters(they were in GCI) make a reappearance? How will pirates function? Will they spawn? Have home bases? Will we be able to bribe them to leave us alone or target someone else? Edit: Is the in-game encyclopedia still in the cards?
I second this.
[quote who="Lord_Rasalom" reply="54" id="3490079"] I have one question (for the moment) Do SD plan on introducing carriers into the game; like a fighter hangar module? I would love to build big-ass starships with ballistic, beam weapons, torps. and fighter/bomber hangars... Or this is just too much to ask? [/quote] Carriers were confirmed to be in the game a long time ago. They are currently disabled and will be added when the combat viewer g
C:\Program Files (x86)\Steam\steamapps\common\Galactic Civilizations III\data\English\Text\PlanetBonusText.XML ScenicWorld_Name " Twin Moons [Scenic]" NaturalWonder_Dec "Attractions built on this Natural wonder will draw tourist [tourists] from the furthest reaches of the galaxy." AncientRuins_Dec "These Ancient ruins, draw <span style="text-decoration
[quote who="Seilore" reply="30" id="3489493"]This was in Galciv2, Tiles aren't red in Galciv3 as they only appear with the specific techs/buildings that are available to choose to build anywhere that meets a certain % land. In one of the Dev streams a few weeks back it was mentioned that they may put a tech toward the end of the tech tree that will allow one to build on all possible tiles that have x% land on them. I don't see that in the game currently, was wondering if t
C:\Program Files (x86)\Steam\steamapps\common\Galactic Civilizations III\data\English\Text\IridiumTechDefsText.xml IridiumIndustrialSpecialization1_Dec "There's no sense stopping at "basic competance [competence]" when it comes to making things in alien environments. We should probably learn from the many mistakes we're still making, for example." IridiumManufacturingFocus1_Dec "Tooling our manufactu
Haven't tried it yet, I know in GCII you could increase your ship range with starbases, best bet is either to colonize a planet or research life support.
Yes, provided it has something in it's zone of control in can mine, like Duranthium or Antimatter.
Build constructors, send them to starbase and then you can add modules. Most modules have to be researched first.
[quote who="androshalforc" reply="9" id="3489057"] While most of this post is tl:dr for me and I realize it's intended for someone at SD to toil through this one caught my eye AltarianManufacturingFocus1_Dec "Tooling our manufacturing centres [centers] to specialize in military production sends a pretty unfriendly message to anyone paying close attention to us. But it should make everyone in adapative [adaptiv
Look in the Founder's Vault at the image Ship Designer - Advanced Mode Toolset, we will be able to change ship colors. So just a bit of patience is required.
[quote who="moi-meme" reply="45" id="3489033"] Just an idea for planets: instead of being a flat hex grid, it could appear as a 3D model (sphere with an hex grid imposed on it) that you would rotate to place your building on. It is not that complicated to implement, and it sure would feel more like a planet! [/quote] What value would this add? Look good? With the current setup I can see the layout at a glance and it is easy to place improvements, with your suggest
What hardware do you have? What OS? Are your drivers up to date? Did you try the opt-in patch? Have you followed the instructions here ?
C:\Program Files (x86)\Steam\steamapps\common\Galactic Civilizations III\data\English\Text\FactionText.xml AltarianDescription "Altarians are a deeply religious race that is kind in its interaction with others, although a bit self-righteous. For unknown reasons, they are very similar in appearance to the Terrans. c " C:\Program Files (x86)\Steam\steamapps\common\Galactic Civilizations III\data\English\Text\Improvemen
C:\Program Files (x86)\Steam\steamapps\common\Galactic Civilizations III\data\English\Text\DrenginTechDefsText.xml DrenginXenoExpoltation_Dec “Colonization is not a vacation! Who told the slavelings that? These lazy currs [curs] need something to do and a place to do it.” DrenginSlavePits_Dec “Both our Manufacturing and Reseach [Research] facilities
Yes, they are in the tech tree but currently disabled.
[quote who="Seilore" reply="11" id="3488778"]I'm assuming extreme worlds are coming back... Although there hasn't been much talk about them, could you go into more detail on this please?[/quote] First there is Extreme World Colonization which lets you colonize aquatic, frozen and barren worlds, with 50% productivity, there will be specializations to get these to normal values. Then there is Atmospheric Cleansing which allows colonization of radioactive and toxic worl
[quote who="Larsenex" reply="4" id="3488751"] Rhonin, can we manually make changes to the information in the folders or does it have to be done at stardocks end for the corrections to show in game? I can pull up the docs as well and run through and correct but I don't want to break my game. [/quote] In theory, yes. But, I don't see the point when SD will correct them themselves, especially if descriptions might be rewritten.</
The concept art for the Xendar from the Founder's Vault is rather nice looking, any plans for the civilizations to make an appearance in GCIII? And speaking of the Founder's Vault is it ever going to get any new content? Are trade routes going to be limited in number? Because 9 or so on an immense map isn't a lot. Will shipyards be upgradeable like starbases? Will space monsters(they were in GCI) make a reappearance?
C:\Program Files (x86)\Steam\steamapps\common\Galactic Civilizations III\data\English\Text\ColonizeEventText.xml SentientPlanetEvent and SentientPlanet are the same, as is EarthquakesEvent and Earthquakes. Comet_Dec "A comet has reentered the solar system after a fifty year absence, throwing a primitive local species into a frenzy. They apparently worship this regularly returning visitor as a god. Your scientists report however that this comet is at least partly
C:\Program Files (x86)\Steam\steamapps\common\Galactic Civilizations III\data\English\Text\AltarianTechDefsText.xml AltarianDefensiveMeditation_Dec "The Champion's Temple trains Altarians the intracies [intricacies] of various martial techniques, and the reason why even an enlightened species must sometimes use force to defend the weak." AltarianInvasionOptimization2_Dec "DISABLED IN BETA 1 - Information warfa