[quote who="exelsis" reply="1" id="3621535"] 0.75 for almost every ship graveyard. [/quote] Huh. Missed that. My bad. Think I'll tell SD to close the ticket then. :)
BuckGodot
This is something I've seen off and on ever since pirates were introduced to the game. Ocassionly, and randomly, a Ship Graveyard will [b]NOT[/b] be defended by pirates. I was never sure if this was Working as Intended or not, so I never sent in a ticket on the issue. Also, because it was so random that it didn't always survive a restart/reload it made it difficult to show the bug in action. <span style="tex
Started a fresh game with all mods turned off. Played off and on during the weekend and hit the exact same all Precursor World or nothing-at-all colonization event bug as described in this thread after my 35th colony. Just finished sending a ticket describing the problem in detail along with a save file to SD. Ticket number: XZT-516-74197
Yes, the devs changed what the Patriotic ability did when they got rid of the LEP. Internally it's still called Patriotic but in the Text files it is renamed to Coercive, which is then displayed in the game. From the AbilityText.xml file in the Data/English/Text directory: PatrioticAbility_Name Coercive Hope this hel
Beyond all of that wittering, then there is the basic game play questions: Are they allowed to create starbases? How do they win the game? Lore-wise, can they take over other planets? Do they get to talk to other races and trade with them? If so, how do you stop them from getting colony ships or transports? How do you eliminate this faction anyway? (S
[quote who="exelsis" reply="1" id="3621154"] It cannot be done to create anything approaching playable. Without planets, there is no way to have an economy of any kind, or scale anything. [/quote] I'm not sure that is [b]ENTIRELY[/b] true. There is a flag in the faction defs that is the following: FOO That can be set to "true" or "false". For factions like the Dreadlords, interestingl
That was in GC II as a Mega Event. The "multiple races gang up on the leader" idea, that is. It'd be nice to see that return to GC III one day. Perhaps hand-in-hand with the return of the Drath? [e digicons]}:)[/e]
[quote who="admiralWillyWilber" reply="11" id="3621107"]O.K. worked up until now can you make me a abundant mod for mercs.[/quote] [quote who="BuckGodot" reply="12" id="3621109"]I'll be releasing an actual, proper, mod for this called "Moar Stars" tonight or tomorrow. [e digicons]:)[/e] [/quote] [quot
[quote who="BuckGodot" reply="177" id="3587729"]Since this looks like I might have to update it every time a new faction with a new homeworld is added to the game, I think I will go ahead and make this a "proper" mod. All I really have to do is add a README and a version history, I think. I'll go ahead and start a dedicated thread for this in the modding section when I do. Probably some time over the weekend. [/quote] So by "next weekend" I [b]CLEARLY[/b] me
DOWNLOAD LINK: https://drive.google.com/uc?export=download&id=0By8Y969dyvLHLWI0T3lPVWV2QmM ============ Back in GC II and when GC III first launched, the maps tended to generate many more planets and stars than they do now. The whys and wherefores aren't very important (and they were mostly hashed out in this thread: https://for
[quote who="admiralWillyWilber" reply="11" id="3621107"]O.K. worked up until now can you make me a abundant mod for mercs. [/quote] I'll be releasing an actual, proper, mod for this called "Moar Stars" tonight or tomorrow. :)
[quote who="Island Dog" reply="7" id="3620051"] Please submit a support ticket with your save games if possible.[/quote] I was under the weather for a couple of days and then had to catch up on a few things. I'm sending in a ticket in a bit (with the save file), albeit on game that is [b]HEAVILY[/b] modded. :) I'll then disable all my mods and play a unmodded fgame and see if the same thing occurs. Might take a while though to rec
They sure do! There are some great combos available if one stacks just right (and the right mercs are available).
Thanks for the shoutout! :) And I'm sure it won't even matter, but it's pronounced GOD-oh (like [i]Waiting for Godot[/i]). The name itself is my homage to the wonderful comic by Phil Foglio ( https://en.wikipedia.org/wiki/Buck_Godot ). Thanks again for the mention! Looking forward to see what you come up with. (Loving your Race Mod, by the way - only stuck my toes in it but I am hella hella impresse
So anyone else besides alphaprior playing this? Any comment on how it's playing? Does the AI take advantage of all the other techs at higher difficulty levels where it is easier for them to get techs, or is it pretty much a cake-walk for a human player (which isn't necessarily a bad thing as I'm not exactly looking for balance here). Basically any and all comments welcome. :) One thing I am toying with is changing the amount of techs it takes to enter each ag
[quote who="Ed49663" reply="2" id="3620916"] My first two attempts crashed on that screen as well. I then turned mods off and a game started just fine. We must have a mod that is now out of date to the program.... [/quote] Do you have anything that changes map generation? StarSystemDefs.xml, for one, needs to have the Torian and Acrean star systems added to it (they can just be copied over from the version in the base game). I personally would load
[quote who="Old-Spider" reply="13" id="3620909"] While looking through it I found that the actual number of ships is 26/24/22. I didn't try to see what happens when the number in a tier in the MercenaryTierDefs.xml is more than is available. I look forward to seeing and using what you much better modders come up with for the Mercenaries. [/quote] What this means, of course, is even though Gauntlet is planning a whole replace one could add all of his mer
To save you a bit of time, it looks like the following XML files are causing the game to hard crash at map generation: 0-GSM SC Drives and Thrusters 0-GSM SB Modules Military When all of the other files are present the game loads as normal (I did a one-by-one check). Checking the debug.err file, the game is crashing as it gets to tech tree generation. Perhaps a ship component was renamed somewhere along the line. Or the schema order was changed on the st
*does some checking* Huh. That's interesting. All the DLC works [b]EXCEPT[/b] for the Map Editor when offline. And while I haven't tested this case of loading a map when offline, I'm sure you're right. I'd open a ticket with Stardock on both issues, personally. There really seems to be no reason for the Map Editor to be an online feature, unless it is something to do with Steam Workshop. But that's really the only thing I can thi
I haven't had any issue using any my DLC in offline mode for what it's worth. Sounds like something is bugged on your end.
[quote who="Gauntlet03" reply="10" id="3620844"] Excellent! Work continues tonight. Its going to be tough though, a LOT of mercs and I'm basically planning a full replacement. I'm open to any ideas about balance/changes/etc. Also, do you like the use of portraits instead of ships? It seemed a nice way to add more character, and saved me the trouble of making custom large thumbnails of spaceship. Downside of course being how the
[quote who="markmid" reply="4" id="3620816"] Still holding out hope for the race that makes use of 0 dead worlds [e digicons];)[/e] , or just for them to give modders a trait they can add to a race. Think of it like a race in reverse, and perhaps a final tech to each tree for others to make use of them eventually with outposts. Perhaps an ability which makes them into class 5 for the purposes of colonisation? [/quote] Well now that there is a specific merc that can colonize
(shifts this to Future Ideas from Beta Feedback) ==== It's been quite some time about this, and after I mentioned it in passing in another thread, I think I'd like to bring this up again for discussion. From a User Experience point of view (as opposed to a Game Play/Feature point of view) there are very few things I really really miss from GC II. One is the list of uncolonized worlds/worlds held by other factions. I understand that might be in the p
[quote who="Seilore" reply="38" id="3620800"] Quoting BuckGodot, reply 37 And if ya'll ever implement Sector Lines as a User Preference setting to make it easier to digest large scale maps in any way shape or form similar to GC II I'll be estatic. This seems very problematic in a hex e
[quote who="Frogboy" reply="32" id="3620779"]Nothing. Paul will still be front and center on the game. The difference will be that I'll also be on the game day to day (or close to it). [/quote] [e digicons]k1[/e] ====== While I certainly have both a wish list and a desire to see certain things implemented, by and large I'm happy with the state of the game at the moment. Pricing is what it is for extra content and that'll sort itself ou