BuckGodot

BuckGodot

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

One only needs to spam starbases if it is necessary to win the game. Well my experience tells me it flat out isn't. It will make you more powerful, yes, in the classic turtle strategy (otherwise known as "grow tall"). But it flat out isn't necessary to win. it simpliy isn't. Therefore if you find starbase spam tedious..... Don't engage in it. I know I certainly don't. ;) PS: As I am sur

28 Replies 149,160 Views

As of 1.0.3 Motivation V (Unforgiving) is still not unlocking the Culling Project. It [b]IS[/b] giving a 25% boost to production, as expected, however. As I look at the PlanetaryProjectDefs XML it appears that [b]ALL[/b] of the projects that are supposed to generate Ideology have been turned off (via the !-- tag): ProjectCulling ProjectCulling_Name</Display

3 Replies 7,459 Views

Question is simple, and in the title. But to expand a bit, I've been slogging through my game I started in 1.0.0 (it's taking me a while to do a 1600 base/I/A/A/A game, alright? :p) and I noticed something interesting, and perhaps counter intuitive. Production that is not used on one turn is rolled over to the next. Great. A godsend, really. However, it doesn't appear that when one switches to a Planetary Project that the excess production one has

10 Replies 12,226 Views

This should be possible via a mod, I would think. I'd be somewhat surprised if there isn't a trigger to atuodeclare war in the defs somewhere. Just make it so when the first contact trigger occurs, war is declared via a trigger as well. This has the added bonuses of AI on AI warfare as well. Playing with triggers is something of an advanced option when it comes to modding, I admit. But it should be possible. Then just replace Universal Translator wi

1 Replies 3,173 Views

[quote who="cstorvold" reply="32" id="3561592"]Here's a reality check for you. The devs will do whatever it takes to maintain consumer support for their products. If enough players demand a feature, they will implement it. [/quote] Consider my reality checked. :) Still, perhaps I can return the favor and help check your reality as well. ;) The fact of the matter is, [b]very few[/b] people are clamoring to be able to build more than

52 Replies 67,011 Views

I had this problem at either 1.0.1 or 1.0.2. Made a backup of my GC III folder in My Doocuments, did a complete reinstall from scratch (ie deleted EVERYTHING in the Steam folder and then reinstalled) plopped over my save file, ship designs, and race logo/portraits and I've had clear sailing since (found out I did have to manually put in an Autosave file for Auto save to work for whatever reason). No id

9 Replies 10,816 Views

[quote who="Bloodlust1983" reply="1" id="3561233"] Hmm and I thought the top number should be 128 races. You should file a ticket over this. I think you're the first one who bothered to make so many races to create 100 opponents [e digicons]:)[/e] My congratulations! [/quote] My long standing suspicion had been that the 128 number includes minors. Haven't bothered to find out yet as I still have a 70+ faction game to finish off. :)

5 Replies 3,080 Views

[quote who="Sorentoft" reply="17" id="3561245"] Should probably be stickied. [e digicons]:)[/e] [/quote] Sounds like a decent enough idea. :) Thanks for adding mine to the list. One of these days I'll probably clean it up and make it more of a proper mod. Also gonna have to keep an eye out on those three XMLs to see if SD patches anything in them that I might want to throw in as well.

30 Replies 188,264 Views

[quote who="Seafireliv" reply="172" id="3561238"] It`s probably a bad time to be making Mods while Patches are coming this fast. [/quote] It's been pretty much a neverending stream of patches since the beginning of April. I've just learned to accept it. ;)

179 Replies 694,931 Views

[quote who="RavenX" reply="167" id="3561083"] I just tried a new game and the map mod is broke....*sigh* I don't know what they did in the patch last night, but it did indeed break it. I have a saved game with 1000 planets from when the mod was working before last night's update/change to patch 1.03, but I haven't tried it yet to see if it'll load. As soon as I saw reports that some mods were broken I tested generating a new universe though and Immense was back to only a

179 Replies 694,931 Views

Can anyone confirm that this fix is still working as of 1.0.3 opt-in? I've seen some reports of some mods breaking and I wanted to see if this one still works. I'd check myself, but I've been taking a bit of a break from GC III this week. ;)

179 Replies 694,931 Views

[quote who="Seafireliv" reply="147" id="3560308"]Now in the old days without Steam-forced you could choose what patch you preferred and just overwrite, but no one cared about that until now. You get what you didn`t bother to oppose. [/quote] One can still be like the "old days" by never connecting to steam. Thing is, unless one stayed on 1.0.1 [b]forever[/b], sooner or later this change was coming to their game. Whether it be in 1.0.2/1.0.3, or 1.1 or 1.2.

179 Replies 694,931 Views

The 1.0.2 patch is no longer "opt-in" (1.0.3 is now the opt-in patch). It was only "opt-in" for early testing purposes (just like all of the "opt-in"'s during the beta). Once it went live though, it went live for everyone. If you reinstall the game, 1.0.2 is what one is gonna get.

179 Replies 694,931 Views

[quote who="naselus" reply="15" id="3558582"]the fact that you've managed to acquire 50 without needing to ever set up more than a couple of bank worlds means money is too easy to come by.[/quote] And yet, if Stardock makes money much harder to get, there will be complaints from a whole other set of people who aren't as good at generating revenue. ;).

59 Replies 263,634 Views

If people want a specific case for upgrading ships, it's Survey Ships. I like to get a fleet of survey ships up and running ASAP. But since I get the vast majority of my survey fleet long before I have enough attack/def to ward off pirate guarded anomalies, having cash on hand to upgrade those ships becomes [b]VERY[/b] useful since I don't want to throw away the extra range, move, or scan that those survey ships might have gotten by destroying them. And even

59 Replies 263,634 Views

[quote who="LunarMongoose" reply="4" id="3557351"] It's one of the earliest bugs we noticed when we started playing. Try using a multi-module Constructor to build a Shipyard. Constructor is then totally gone even if it should have 4 out of 5 modules left. You have to use up 4 of its modules first by doing random Starbase upgrades, THEN go lay the Shipyard where you want it. Very annoying. [/quote][b]SHIPYARDS[/b], yes. I've seen that behavior as well. &

7 Replies 42,229 Views

There's been a [b]HUGE[/b] discussion about this over in this thread: 1.02 opt in, abundant stars. So where are the stars? tl;dr version: Colonizible planets were severly cut down for a couple of reasons, including the performace capabilities of the computers for the vast majority of the user base. There [b]is[/b] a fix by Yours Truly in there on Page 6, however. :)

8 Replies 18,496 Views

OK, I have put together a [b]VERY[/b] Quick and Dirty mod. There is no readme file. There is no docuemtation. There is no description on how to install it. Maybe (MAYBE ;p) I'll add all of that later. In the following zipped file there are three files. The 1.0.1 versions of MapSetupDefs.xml and StarSystemDefs.xml. I also have a modifed version of the 1.0.1 MapSizeDefs.xml. MapSizeDefs.xml has the following in it, which is require

179 Replies 694,931 Views

[quote who="RavenX" reply="136" id="3557497"]Well that sounds even better [e digicons]:)[/e] . I need that on Immense though, not Insane. Still, AWESOME [e digicons]:D[/e] . That's exactly how I want it. Think you'll post those up? [e digicons]:pout:[/e] Don't make me beg like a cyber orphan...lol. [/quote] Sigh. Give me a bit. :p Here's what I'll do. I'll put in the three files necessary (with a modified MapSizeDef

179 Replies 694,931 Views

Yeppers. Works. :) Copying over the 1.01 StarSystemDefs.xml and the 1.01 MapSetupDefs.xml to my mod folder [b]WITH[/b] a modified 1.01 MapSizeDefs file gave me my standard 1500 colonizable planets or so. Make [b]SURE[/b] you put in MaxHabitablePlanets> for each map size and make it high (I put it at 2500 on Insane just to be safe. ;p). I don't recommend doing "colonize all" too frequently though, as

179 Replies 694,931 Views

[quote who="RavenX" reply="132" id="3557490"] Quoting BuckGodot, reply 130 Sorry, I mean MapSizeDefs. Apologies. Too many similarly sounding XMLs. [e digicons];)[/e] I'll take a look and see what's going on with that Rift error message you have in your next post in just a bit.

179 Replies 694,931 Views

[quote who="RavenX" reply="128" id="3557471"]I can find in MapSizeDefs, but not in MapSetupDefs at all and that's looking at the base file straight out of my current 1.02 opt-in install in the steam folder. Wouldn't they have needed to add it there as well if it needed to be added to MapSetupDefs? [/quote] Sorry, I mean MapSizeDefs. Apologies. Too many similarly sounding XMLs. ;) I'll take a look and see what's go

179 Replies 694,931 Views

[quote who="RavenX" reply="124" id="3557458"] lol Nice BuckGodot +1 for you my friend. I'm going to drop these map xml's straight in the current build and see what happens. [/quote] Thanks. :) You very probably will need to add MaxHabitablePlanets> to MapSetupDefs as at least one other poster noted it crashed wi

179 Replies 694,931 Views