[quote who="Chibiabos" reply="10" id="3618521"] Working ... Though just in case anyone gets confused as to how to actually do this (I'm sure some will): 1. Open Steam, go to your Library 2. Right-Click on Galactic Civilizations III 3. Click on "Properties" 4. Click on "Betas" 5. Type in the password Brad gave (or copy+paste -- BUT BE SURE to delete any wayward spaces that
BuckGodot
Looks like I have 1.6. But it [b]DOES NOT[/b] look like I have Mercenaries. Can anyone confirm that they got that?
[quote who="Achronous" reply="5" id="3618515"] Code works for me as well. However update is downloading slowly. Perhaps it's on my end though... [/quote] Going at Full Throttle for me. Mind, I'm on DSL, so it ain't exactly blazing. Still, at my peak 315k at the mo.
BTW, Perhaps an obvious point, but I [b]STRONGLY[/b] suggest that folks temporarily turn off any mods that they might be running until we know for certain what's been changed in 1.6/Merc. There's gonna be a [b]lot[/b] of changes and I strongly suspect some of the mods floating around out there won't be compatible with 1.6/Merc without being upgraded. I mostly say this so we don't go running to SD complaining about crashes when it's our own mods pos
Works! Downloading now.
[quote who="CommanderBarzane" reply="58" id="3618311"] a little disappointing that we were told early this week and now...nothing.... [/quote] You'd be more disappointed if it kept crashing on you for some reason. ;) I figure SD hasn't/hadn't released the beta simply because it isn't/wasn't ready yet. Maybe Quality Control caught something critical, and the QA process had to be started all over again. After all. while the kibitzing n
[quote who="alphaprior" reply="13" id="3617971"] I use the generalized version. I know it's hard to update all techs for all races! I tried several times (and failed) to create a general tech tree just for humans and it's a very long xml it takes too long even by using notepad++. But I guess updating doesn't need so much work perhaps fixing some errors there and there. It's the new races that come to the game they will need a new generalized tech tree
[quote who="Taslios" reply="19" id="3617923"] you guys.... you're doing it wrong. Brad reads these forums. He's totally pulling a J RR on us and is like... let them stew while I take my time. we need to pretend that we don't care or have better things to do. THEN he will release it. [/quote]
[quote who="alphaprior" reply="11" id="3617940"]But probably the mod needs an update best when the new expansion is released in 2 weeks with Torians back in the game! [/quote] Glad you like it! Actually, it's badly in need for an update for 1.5 ;p Sadly without a proper tech editor, it's an EXTREME pain in the ass to update hundreds of tech AI values for the Generalized version of the mod. Like induce-a-GC III-burnout-for-two-months pain in the ass.&
I saw it in one of my sandbox games. Seems similar to the "we know what you're up to" from GC II when the AI was suggesting that you were about to invade its territory and/or mess it up. Here in GC III I suspect it has something to do with declaring war whilst you have a treaty/trade with the AI faction. Or possibly declaring war when you are within the borders of another faction sneak attack style. Or not. Only really noticed it once after the fact after
[quote who="dbuchmann" reply="61" id="3616866"] Yes, we had to pay for...wait for it...NEW RACES. And having purchased multiple copies of the previous games and expansions for myself and friends excuse me if I feel a bit miffed that the races in previous games weren't included. [/quote] Except at the end of GC II and all of its expansions, there were 12 factions. Expecting a brand new game to have [b]ALL[/b] of those factions with unique tech trees and ship styles
[quote who="dbuchmann" reply="58" id="3616857"] Oh, so this is where we get to pay for races from previous games that weren't included in the new version for whatever reason [e digicons]:|[/e] [/quote] You had to "pay for" more races in GC II as well. So " [e digicons]:|[/e] " right back atcha. [e digicons];P[/e]
[quote who="mrblondini" reply="45" id="3616752"] BuckGodot, I would suggest the implementation will be that once you purchase a mercenary from the bazaar, you're able to place them where you want them - same as improvements/buildings on planets. Why would you pay a certain amount of bc for a mercenary (who you've hired for a certain job) just to have him/her/it randomly appear somewhere on the map? Especially when that random spot is a fair bit away from the job he/she
After thinking about it for a bit, one thing I'm curious about is how will purchased mercs be generated on the map. On small to medium size maps, where they get placed when purchased probably won't matter a hell of a lot. But if they are forced to one spawn point (homeworld, planet hosting a/the galactic bazaar, whatever) their utility [u]might[/u] be more compromised on larger sized maps. After all, if they have to spend 15 to 20 turns to get where you need them, I
[quote who="Jedistinger" reply="12" id="3616616"] Just as I suspected, no espionage system, and this game is going backwards. [/quote] Yes because a never-before-seen in GC mechanic (mercs) is "going backwards". And espionage is still on the road map, it's just been pushed back a bit, If your "going backwards" comment was about the inclusion of the Torians and Acreans, well all I would have to comment on is that including an espionage system ala GC II would
Took a couple of months off from the community as I needed to recharge my batteries a bit. Glad to see this is still getting use! Near as I can tell, this mod should still be good as of 1.5, but if anyone is still having any problems with this, let me know and I'll look into it. :)
*dusts off keyboard* Guess this as good as any time for me to end my GC III seista! :) Took a couple months off from the game and just got done playing a 1.5 game for the first time. Looking forward to the new expansion pack.
I haven't logged in in forever (been taking a long break from GC III), but I happened to see this in passing. If any mod has the file StarSystemDefs.xml in it, it [b]MUST[/b] be updated to include the Snathi starting system. The game will crash at map generation without it as it won't be able to generate the Snathi homesystem. Likewise, any mod that has: ContinentDefs.xml PlanetArtDefs.xml PlanetDefs.xml Probably need to be
[quote who="admiralWillyWilber" reply="8" id="3596593"] Is that file for only mods, or where do I find it. My next question is how do I get rid of class zero planets. [/quote] Yes, that file is a mod. But you can have it as your [b]only[/b] mod if you want. Just throw it in the mod folder, turn on mods, and play the game as normal. All it does is up the generation of star systems and increases the number of planets per star system. As for getting rid of C
[quote who="pshaw" reply="33" id="3596404"]It should say that if either player has Universal Translator then you can trade. Sorry for the confusion. [/quote] Perfect. :) Makes complete sense that way. Thanks for the clarification.
Confused by one of the patch notes for the latest opt-in patch: + 10/19/73: Human player can longer initiate trade before other player has universal translator Does this mean [b]both[/b] parties need to have Universal Translator before a trade can be made? If so, can't say I like that much at all.
Updated to 1.4 opt-in: https://drive.google.com/uc?export=download&id=0By8Y969dyvLHOF9zYi1wQXNOQ2s This is a maintenance release that only brings the tech trees up to date with the 1.4 opt-in. CHANGE LOG: Sensory Mastery I changed to 1.4 version in all tech trees. Planetary Invasion Research Costs changed where appropriate Numb
[e digicons]:thumbsup:[/e] to the changes to the manufacturing and research bonuses for the tech trees. I also notice that factions based on Slavery tech can now get the Manufacturing and Technological Capitials. Thumbs up to that as well. But that does make me note that the Yor are now the only faction who [b]DON'T[/b] get them. Perhaps the appropiate techs could be added as prereques for them as well?
Not mentioned above, but the Slave Treaty has now been renamed to Reserch Treaty. [e digicons]:thumbsup:[/e] Well, when it is displayed on screen. Internally it is still called a Slave Treaty for backwards compatability. It's a little thing, but this has been bugging me ever since I noticed it for non-slave holding races early in the beta. Thanks for changing it, SD! :) Pity it can't be done on a race-by-race basis, but I suppose that c
Was in the process of prepping to update some of my mods when I noticed this: YorPlanetaryInvasion PlanetaryInvasion YorPlanetaryInvasion_Name Yor_Tree YorPlanetaryInvasion_ShortDec YorPlanetaryInvasion_Dec</Descripti