Wanted to let you guys know that 1.3 opt-in 2 has broken the DeSpecify mod. Specifically all of the specializations for the adjacency techs are no longer valid (since they were removed from the base game) and are giving the "broken tech tree" messages when the menu for GC III appears.
BuckGodot
Can't you like, oh I dunno, put all of the observations about the same topic in just one thread? :)
This has be asked a couple of times in passing, but I thought maybe I should make a dedicated thread about it. The Production Wheel for planets is going away. Full stop. Keep the complaints or celebrations to other threads, please. :) What I decided to do is while we still have it to look at, to find just what files, XML or otherwise, possibly reference the Production Wheel and see if there might be a way for the serious Hard Core modders to mod it back in (BTW: "N
[quote who="naselus" reply="6" id="3586333"]Yes, but the economies work so differently that you really can't draw an equivalence. Unless and until SD tell us that they're re-working the entire economic system and moving away from pop=prod, we should pretty much assume that they aren't, and all their doing is crippling the user interface. [/quote] Pretty much said as much in the next paragraph, if not quite in as much detail. ;) Anyway, that was my hop
[quote who="mortili" reply="4" id="3586328"] the problem is that in gc2 the best thing to do was to NOT specialise at planet scale but globally, [/quote] *shrug* Worked well enough for me. And from what I saw of a couple AAR Suicidal games, others did the same.
[quote who="mortili" reply="2" id="3586287"] no the next thing they will do is to get rid of building buildings, because.... its tedious and the AI is bad at it. Ahh also its against the spirit of the game! [e digicons];)[/e] [/quote] This is pretty darn close to a strawman argument since building things on planets has long been part of the spirit of GC III. I get the winky smilie. But that doesn
[quote who="redviper37" reply="65" id="3586086"] is it on Steam Workshop? [e digicons]:)[/e] (your mod) [/quote] Mods aren't on Steam Workshop yet. ;) Don't want to hijack the thread, so I will simply direct you to the mod I am talking about: https://forums.galciv3.com/469459 (WARNING: To try to keep things a little in check, I crafted it so it would take the TEMPORARY use of strategic
[quote quoting="post"]Removed the Ultra Transformer improvement.[/quote] Um. Not a fan. :( Might be time to plug my "Enhanced Terraforming" mod, though. :p
Potentially dumb question, but was the Ghosts of Abbadon faction mod that Derek Paxton made in the OP ever actually released? Kinda like to play with them in one of my games. :)
You [u]can[/u] changed the frequency of colonization events, but you'd have to do it as a mod. Specifically in the GalCiv3GlobalDefs.xml there is the following setting: 1 According to the schema that governs that, it looks like that is a decimal value that is set between 0 and 1. So if you'd want it to be 50%, set it to .5. 25% set it to .25. And so on. Now because GalCiv3GlobalDefs.xml is [
This was mentioned as a possibility a while back, but in addition to whatever Campiagn is released for the first expansion, being able to play the Campaigns from the first two Galactic Civilizations would be grand. Being able to "start from the beginning" and go all the way through to wherever the story goes could be aces. Even if it is a DLC along the first exspansion, something like this could be really great for the people who never played the Campaigns in the previous iterat
[quote who="KaneShade" reply="14" id="3585086"]I don't really understand how the responsibility for investing time and effort into a bug falls on my shoulders. [/quote] In one way it isn't. However, there are dozens to hundreds of little bugs all throughout out the game. [b]Having save files and results from their diagnostic tool makes it MUCH MUCH MUCH easier for them to find the source bug and fix it.[/b] To put this another way, say they have fifty
[quote who="sjaminei" reply="2" id="3584944"] Maybe ask very nicely if they can add mod support for the wheel? [e digicons];)[/e] [/quote] Depending on just how much of it is hard coded, how much of it is in XML files (they are all over the place in the data folder), and whether or not they remove whatever schema is involved with the Wheel (if any), modders might be able to reverse engineer it. If I was at all interested, I would make sure to keep a [b]COMPLETE[/b]
[quote who="LordVirtuvian" reply="19" id="3584759"]Thanks, that's good news but for something that should have been present in the base game it's still a let down. [/quote] There was more to it originally (Beta 5.3 ? Beta 6??), but it was pretty broken and unstable. So they released a scaled back version while they presumably are reworking it/making it better. Better to have a scaled back version that works as intended than a more souped up version
[quote who="Echillion" reply="7" id="3584769"] The audio of the Youtube vid is all over the place [/quote] The stream's audio was pretty borked for the first 10 minutes or so. After that they turned off Paul's mike and just had him speak loudly so it could be picked up by the other one.
Did you send in a ticket on this? Stardock is much more likely to be able to do something about this if you do. :) Details on how to send in a ticket are at the very bottom of this linked webpage (reporting an issue): https://esupport.stardock.com/index.php?/default_import/Knowledgebase/Article/View/496/161/general-galactic-civil
[quote who="naselus" reply="11" id="3584122"] I'm not sure steam has actually rolled it out. I have no download listed for GC3. [/quote] Downloaded for me. 6.7 MB update. Version 1.2.1.6 now installed.
Wondering if there were any plans on updating the DeSpecify mod. :) If not, I've been thinking about tacking the specialization "problem" myself, though I suspect I might head in a different direction that the DeSpecify mod. Still, wanted to touch base and see if there were any plans for it. :)
[quote who="Rhonin_the_wizard" reply="1" id="3583401"] You have to encounter over half of the major civilizations for the UP to start. [/quote] I am not 100% positive but I think it is actually now 50% of majors [u]and[/u] minors. I've run into at least one game where the UP countdown wasn't triggered even though I had met 5/6 other majors. Only when I contacted a few more minors did it trigger. Might have miscounted somewhere along the line thoug
[quote who="Avatar137" reply="8" id="3583338"] Seeing the replay still isn't posted on Youtube, anyone that watched it care to share the gist of the stream? Thanks. [/quote] BTW, until the YT replay is posted, the Twitch Stream: http://www.twitch.tv/stardock/v/12075112 http://www.twitch.tv/stardock/v/12082570 It's in two pieces because
[quote who="naselus" reply="9" id="3583348"]The Snathi will be turned into a playable race complete with their own home system, tech tree etc. They look fun.[/quote] This will be 1.3 DLC, AIUI. And technically it will be a separate faction of Snathi with the vanilla Snathi still around as a minor race. In addition, there will be a Snathi Campaign where one plays as the Snathi and go an a rampage through the heavens. Can't wait, personally. [e digicons]B)[/e]
[quote who="Deathwynd" reply="38" id="3583141"] New Version 1.1 uploaded. [/quote] Changes look good. [e digicons]:thumbsup:[/e] Gonna take me a while to finish my ultra-slow research, Gigantic map game I am in the middle of, but when I do, I'll give this a whirl and see if anything else catches my eye. :)
[quote who="Seafireliv" reply="105" id="3581893"] I thought the mega events were free. Now you have to pay for it? You Devs are getting greedy and losing once long-term fans. Sorry, this is pure greed and you haven`t even fixed the game yet. Shame on you. [/quote] Ten are free; five are DLC. The DLC also contains art assets for the Dreadlords.
No, it is quite deliberate, though I am sure it is going to be tweaked further. Quite a few tech were radically increased in base cost, presumably as both a brake on rapid tech expansion and as encouragement to build more research plants. Before 1.2 there was little reason to build many research facilities, at least compared to GC II. Presumably this is being done to force players to spend more time on research. After all, the way to get those tech quicker us to build more r
[quote who="RKade8583" reply="98" id="3581629"] Take a step back and look at how ridiculous you're being. Even if they did all this and even if it was for "malicious" intent, most companies do that now what with on-disk DLC and whatnot. If you wanted to stop that trend, you missed the boat by about 10 years or so. Stop. Just stop. [/quote] The funny thing is, I am not even disagreeing that the stuff was very probably moved from the Game folder to the brand-new-with-th