BuckGodot

BuckGodot

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

@Moogle65535. That just defines the planets, not how frequent they are. @emmagine: The frequency of all PW was changed dramatically late last year, early this year. The frequency can be found in the file MapSizeDefs.xml If you want to modify look for XXXXX and XXXXX under each map size and adjust a

4 Replies 17,711 Views

There is a Mega Event setting at Game Startup, under Game Settings: [img]http://i.imgur.com/3zz3lWX.jpg[/img] Depending on what that is set to you may see few or even no Mega Events. It also only applies to new games, so if it is currently set to "None", you wouldn't see any Mega Events until your next game. Also, even without the DLC, you should have been getting the non-DLC Mega Events all this time. Perhaps you've had it set to None or Rare bef

2 Replies 3,559 Views

[quote who="Ragnar6645" reply="3" id="3637866"] Quoting Horemvore, reply 1 What is highlighted in red is a custom Group Name, now this will only work for a Faction made via XML as this system will not show up in the ingame faction editor because

14 Replies 27,856 Views

In 1.7, Colonization events have stopped occurring for many people after they have colonized 30+ worlds. Stardock is aware of the bug, but the fix for it either didn't make it into 1.7.1 or it hasn't fully been fixed yet. But until Stardock releases the fix, some players are still reporting that they are limited to 30 non-precursor world events. This mod sorta kinda fixes this bug in a very kludgy way. After playing the brand new mod by Horemvore&n

1 Replies 18,922 Views

Just did a cheater run through (cheated up 40+ colony ships and speed techs and let them fly into the night) and everything looks great! [e digicons]:thumbsup:[/e] Aside from the issues already mentioned, natch. Haven't done a full test to see if everything does what it claims to do, but that can be for the future. One nice side benefit to this mod is that is staves off the dreaded "colonization bug" that is plaguing the current builds of GC III for 12 m

19 Replies 27,557 Views

Looking good. Have had a chance to test it yet, but wanted to let you know that you probably want to have the mod display "Morale" instead of "Moral" for the Sentient Forest event ;) EDITED: Found a minor error in the Aurora Snows event. The flavor text for the Malevolent choice is simply a copy of the Malevolent choice for the Pods event in the base game. Though you would want to know. :)

19 Replies 27,557 Views

[quote who="lordduzi" reply="10" id="3636724"] I see in the replay that Founder Keys were given out. There are many of us who are unable to attend the twitch live. Is there a maybe a random drawing for some of us dedicated, but at work players to win a Founder's Key? [/quote] Founder Keys were NOT given out. Keys for the expansion and the base game were given out. As for whether or not SD is going to give them out again, that&#39

12 Replies 30,282 Views

FWIW, I decided to test Larsenex's theory of "no precursor anomalies" by starting a new game, cheating up 30+ colony ships (with cheated up population) and then sending into the wild blue yonder. Did absolutely nothing else except cheat up a couple of techs for speed and cargo space as well as turning off the fog of war. Didn't survey anything. Didn't choose any ideology traits. Just built some buildings on Earth and made all other planets either Economic

39 Replies 73,991 Views

Thanks for the great stream, Stardock. [e digicons]:thumbsup:[/e] =============== Gotta say, it was a personal highlight to be able to have a Stump The Band moment in regards to UP votes that have been defied still being applicable to all of the other factions that took part. [e digicons]:grin:[/e] Hopefully that'll be looked into for future patches. :)

12 Replies 30,282 Views

[quote who="androshalforc" reply="5" id="3636057"] house like trees. this planet is filled with large trees that form nearly perfect residences for our citizens. the catch is that the plants grow to maturity die and rot away in a mere 5 years and are only viable living habitats for 3 years. B- encourage a minimalistic lifestyle among the people to make moving easier as it will happen every few years. Maintenence -100% <br

30 Replies 167,522 Views

UPDATED TO 1.7.1/Mercenaries https://drive.google.com/uc?export=download&id=0By8Y969dyvLHSWdNLWdxUDNQcDg The Full Change Log can be found in the README in the zip file and in the OP. Here is a partial change log with the most important changes: v.1.7 to v.1.7.1 Stat modifiers for Inters

39 Replies 196,529 Views

[quote who="pshaw" reply="2" id="3635750"] Can you submit a ticket with the save game attached so we can take a look? Thank you. https://esupport.stardock.com/index.php?/Tickets/Submit [/quote] Actually, I can recreate this on Turn One of a vanilla unmodded game started fresh with 1.7.1 opt-in: [img]http://i.imgur.com/WyKSKyi.jpg[/img] [img]http://i.imgur.com/3Tq

5 Replies 11,873 Views

Been mucking about with the latest opt-in patch for 1.7.1 and I noticed something odd. I hadn't been building much with most of my shipyards, as I was in-between starbase upgrades and had no need for any other ship building. But I got to the stage of the game where I wanted to build some ships so I could erect a sensor net in my territory and I saw that most of my shipyards had an immense amount of production accumulated. There was pretty much no way some of them should

5 Replies 11,873 Views

[quote who="infitio" reply="1" id="3635480"] Agreed, I would love to see this fixed in the next patch. [/quote] After testing, this looks to have been fixed for opt-in 1.7.1. [e digicons]:thumbsup:[/e] It might be because they got rid of idling shipyards as the field that used to say "Auto Idle" now says "Do not notify when queue is empty".

2 Replies 18,596 Views

[quote who="Larsenex" reply="4" id="3635486"] Quoting BuckGodot, reply 3 What I really appreciate is being able to stay in the "trade window" from faction to faction when I have made a deal with the first faction without having to go back to the main "talk window" for the next one. Not that big of a

8 Replies 18,608 Views

What [b]I[/b] really appreciate is being able to stay in the "trade window" from faction to faction when I have made a deal with the first faction without having to go back to the main "talk window" for the next one. Not that big of a deal with games with few factions. But it is a godsend for those 100 faction games. Doubleplusgood Stardock! [e digicons]:thumbsup:[/e]

8 Replies 18,608 Views

As of the opt-in, the Generic Tech Tree is still called the "Terran Tech Tree" in the Custom Faction Creation Screen. This is because of the TechDefsText.xml file in the Data/English/Text directory says this: GenericTechTree_Name Terran Tech Tree GenericTechT

39 Replies 73,991 Views

[quote who="ForesterSOF" reply="2" id="3635296"] My guess is May 26 [/quote] Personally, I'm guessing May 12th. ;P

8 Replies 8,533 Views

[quote who="Publius of NV" reply="24" id="3635073"] Thanks very much for this mod. I downloaded and installed it today and began a new game, everything is working perfectly as far as I can tell, and I'm enjoying the new tech tree choices. I'm using the generalized version, by the way. [/quote] Glad to hear you're enjoying it! And thank you very much for the kind words. Makes me happy to see people are using this. :)

39 Replies 196,529 Views

[quote who="Gauntlet03" reply="446" id="3634278"] Custom groups, instead of adding to the faction start group make it unselectable. [/quote] You probably already know this but for people who stumble upon this thread, it's because of a setting in GalCiv3GlobalDefs.xml: FactionStart And no biggie about the functionality. I'll just manually update things as needed. :)<

1,416 Replies 4,488,487 Views

Doing some more poking about, Gauntlet . In my game, the custom names of the planets of your custom star systems aren't showing up. Instead they are things like Tiamat's Promise II and Tiamat's Promise III. Doesn't appear to be any of my fiddling around with things at play, as I restored the StarSystemDefs.xml file to the state you had it in your mod. I'll do some more checking on my end though, in case it was something I did on my end

1,416 Replies 4,488,487 Views