BuckGodot

BuckGodot

Joined Member # 3891072
63 Posts 845 Replies 4,128 Reputation

Finally started a new game under 1.2 and I decided to give this a whirl at the same time. Nice to have brand new anomalies I haven't already seen a billion times. ;) Did just run into one that I want to verify is Working as Intended. The artifact that "constructs" a new planet on the map. The text seems to indicate that it isn't populated yet, but the game itself populates it and gives it to the player. Specifically it is the PBuildArtifact articfact an

46 Replies 118,903 Views

[quote who="Antilurker77" reply="44" id="3581042"]Of course it was stripped out. They made a batch of these mega events then hand-picked several to take out and sell as DLC. [/quote] Of course it wasn't stripped out. They made a batch of these mega events then hand-picked several to give to customers for free as a way to promote the rest in the DLC. ------ Gosh, that was easy. ;)

114 Replies 495,501 Views

As other people have noted, the problem with retreat is that it just means I have to click [b]ten times[/b] to kill you on my turn instead of [b]one time[/b]. That gets real old, real fast, as any person who played Civ 3 can attest (when trying to whittle down Stacks of Doom). If ships can "warp away" when they theoretically have no move left do they subtract it on the next turn? And even if so, that just means I track you down with my main fleet and go pew-pew-pew again.<

22 Replies 98,954 Views

Yes, it is in fact possible. Just did a check right now. :) The follow is [b][u]NOT[/u][/b] a fully fleshed out mod. It's more of a proof of concept that I quickly knocked out. I wouldn't use it if I were you. For one thing, I didn't bother to balance any costs or prerequisite techs. Plus the icons aren't set to anything but a generic starbase factory module. But as a Proof of Concept, it shows it works:</p

3 Replies 18,467 Views

[quote who="Achronous" reply="35" id="3580572"]1) Allow sorting the shipyard list by Hull Size, Weapon Type, Defence Type. Then once the ships are sorted by that, you can apply secondary sorting, by cost,size etc. As an example: http://i74.photobucket.com/albums/i269/achronous/Shipyard%20Sorting.png [/quote] Both of these are very important, IMO. Another would be being able to

68 Replies 339,695 Views

[quote who="BuckGodot" reply="29" id="3580296"] I'll pull up a full post of what I believe to be all of the "free" mega events in a bit. [/quote] List of Current Mega Events (what I believe to be DLC will be noted): Anomalies (Anomalies are spawned on the map) Artifact (Weakest faction gets a per-turn power up till the end of the game) (DLC) Assassination (A leader of a faction is assassinated, plunging the galaxy into war) (DLC) Breakt

114 Replies 495,501 Views

Well, there might be miscommunication going on [u]somewhere[/u] as I'm only seeing five mega events + Dreadlord Ship Parts in my DLC folder. Pretty sure all of the other mega events (which as Brad noted later on are a lot) are from the patch itself. Might be some miscommunication going on from the devs, marketing, and Brad here. But as I am an elite founder, it's not exactly easy for me to check. === Let me step back for a second. Can anyone

114 Replies 495,501 Views

The biggest for me would be able to have a starbase upgrade automatically when a constructor arrives at it . A preference list like the one which androshalforc listed could work for preferences, if that is a concern. But simply being able to fire a ship loaded with cunstructor modules toward a starbase and then forgetting about it will be godsend in the late game where there are dozens or even hundreds of starbases to upgrade.

68 Replies 339,695 Views

[quote who="Echillion" reply="16" id="3580029"] Yes but these are the ones past players really want? perhaps? Dread Lords - Biggest bogeyman of them all - Kill'em quick or die quickly. Peacekeeper Bloody annoying or terrifying - the old version use to kill ALL ships whether they were in space or orbit you had to hide your ships till you could take them out en masse. Assassination was based on previous event that while on a tour of one of your planets

114 Replies 495,501 Views

[quote who="RKade8583" reply="10" id="3580008"] It's the principle of the thing. I would pay $2 for it (and when it goes on sale, I'm going to) but I expected better of Stardock. The map pack included an editor. For $5, that's a good price. Hell, for $10, that's still a good buy if you're into it. This is just exploiting completionists (like me) and I won't sit idly by. I will (and have) voice my displeasure. This is a rip-off. <b

114 Replies 495,501 Views

[quote who="RKade8583" reply="6" id="3579989"] **** you, Stardock. This isn't worth a full $5 and you goddamn know it. I'm disgusted by this turn of events. You should be ashamed of yourselves. [/quote] Then wait until this goes on sale, perhaps as part of a DLC pack. If it ain't worth a whole five dollars to you, then wait until the (combined) price is. Sales happen eventually, you know.

114 Replies 495,501 Views

While playing GC III, I have found that I love (LOVE!) to get to the ideological trait that lets me double the value of constructor modules. It makes the building of starbases [b]SO[/b] much easier and far less time consuming. In fact, being something of a turtler, I tend to beeline to it as fast as possible (while still grabbing other ideological traits that catch my fancy). There is something of a drawback to this trait, at least for me. Once the 2x construction trait has been unloc

1 Replies 3,672 Views

[quote who="Deathwynd" reply="54" id="3579450"] Anything more than a single digit on resources shows up very wonky and unreadable on the top display in all screens. I would suggest the resources display needs to be expanded as it is quite possible to end up with multi digit amounts of resources depending on the distribution and cultural traits selected. In fact this display should be able to handle triple digits easily, the tooltips show up correctly but the display panel is b

77 Replies 278,623 Views

[quote who="naselus" reply="232" id="3579361"]Yeah, they presently aren't operating due to the incorrect ideology listings. Thing is, I'm not 100% sure that I want to include them after all; they're a bit too easy. Just about the only thing which is expensive enough to have to pay for ideology points is population... which can cause problems if the AI isn't bright enough to stop building it when the planet is running low. If you want to fix them, just set the p

735 Replies 1,237,906 Views

Couple of quick comments/questions. :) First off, as you might already be aware, this mod is not currently compatible with 1.2. The new mega events and the artifact are throwing things off in the GalCiv3GlobalDefs.xml file. Specifically, this: 10 30 150

735 Replies 1,237,906 Views

[quote who="Larsenex" reply="34" id="3579015"] I if I am already an elite founder and registered here do I need to still register? [/quote] Well, you can if you want, I guess. ;) But I just checked and I got the "Register DLC" as an elite founder without registering. It looks to be the cosmetic ship parts I mentioned a few posts back.

77 Replies 278,623 Views

[quote who="Deathwynd" reply="6" id="3578960"] Do you have any information on when we can expect to see mods added to the workshop, not nearly as concerned about the mod tools as the availability of uploading mods to the workshop. [/quote] Mod support for the Workshop is coming in 1.3 or 1.4, as per mentioned a few times in the devstream === Other answers at the top of my head: They hope to overhaul the invasion system in 1.5; ideological points for i

10 Replies 19,285 Views

[quote who="Deathwynd" reply="114" id="3578972"] Well I can only find reference to this in the ArtifactDefs.xml and ArtifactDefs.xsd and its attached to ModifierType in the xsd file, at a guess I suspect it adds .25 ProductionPoints globally to all colonies and then adds an additional .25 points times the number of turns elapsed in the game. If this is the case it would be of tremendous use in balancing things like flat bonus research point amounts which quickly become meaning

118 Replies 81,023 Views

Huh. This is interesting. There are a few new things in 1.2. One that immediately caught my eye: In the new file ArtifactDefs.xml there are a couple of new things. The tag " " is new as is " " Makes me wonder just what can be shoved into " " Hmmm.... (Lots of other new goodies in there as well, mostly centering around Mega Eve

118 Replies 81,023 Views

I'm not entierly positive, as I haven't been paying close attention to the Designs Folder, but it looks like the Founders Ship Designs DLC might, [u]MIGHT[/u], have been updated. :) At the very least there are files in the Desgins folder that have the phrase FounderModel that have a Date Modified of yesterday. EDITED::: Nope. Looks like these are tied to the "Register the Game" 'free' DLC. :)

77 Replies 278,623 Views

[quote who="Deathwynd" reply="21" id="3578828"] 1. Nope, this is determined in the XSD's and any change to the xsd's breaks saves not to mention being a total horseshit PITA. 2. See 1 3. its possible by giving an improvement a negative resource cost to grant resources to the player but again not a custom resource. The adding a trait to a race mid game isn't really doable as far as I can tell. [/quote] Balls. [e d

79 Replies 461,183 Views

*grits teeth* *tries it* *crosses fingers* *reloads Steam* *GC III immediately starts to download* Works! [e digicons]:D[/e] 1.2 opt-in is now live on my computer! [e digicons]B)[/e] Might have to rethink immediately entering a closed beta from Stardock in the future, tho. [e digicons];P[/e]

9 Replies 80,909 Views

[quote who="Thecw" reply="16" id="3578819"] Guys, take a look at When you can't update (to a Beta of) a steam installed game [/quote] This looks to have done it. So it probably was that Closed Beta. Annoying. And thank you, of

77 Replies 278,623 Views