To expand on this - the issue seems also extend to components that need resources: If you want to upgrade a ship using a component using resource X, it seems you need to have a free resource X. Happened with stasis field/promethion to me, it's probably the same with others. Which means you need one resource to build this ship, and an extra one for upgrading it - I assume after upgrade you have that extra one free again? However, it would be nice if t
GalCivius
I think it would be nice to spice up wormholes. Here are some ideas I had: 1. Wormholes seem to last forever. Esp. after the event that creates lots of them, the map (or at least a certain part) is often littere with them. What about making some disappear after X turns (= these are not stable). 2. Wormhole rides are not for the faint-hearted - on a rare occasion you lose the ship going through a wormhole 3. OTOH there could
Opt-in 2.0 runs nicely, very fluid and stable. I did not experience the "stuck" problem so far (which I found could be bypassed, but still was annoying) - dunno if it was explicitly fixed or if some changes just made it disappear somehow.
Thanks for the update! Just dl-ed it.
IMO smaller empires should work better than now, but not so much that they always outdo larger ones - if human history is of any use small countries can be well-organized with less losses (bureaucracy, corruption, centrifugal forces) than biggies, but it seems to be a dominant power you simply need size, land, manpower. So at some point expansion should still pay off - otherwise why would we build larger empires at all? /my 2 cents
I'm trying to mod some events but I'm completely new to this. A: The one which makes new resources appear -- seems it's "Resource Glut" 1. Is it possible to tell a event to fire once per game only ? Because I had this firing twice and was swimming in resources in the end which I found boring. 2. Can I adjust the numbers of new resources popping up? The relevant event part is here, would someth. like ValueParam 0
I released an updated package. It contains all the previous leader gfx plus five more new leader FGs from the last preview. I also included some reworked versions of the first (little details changed). UNless you want to stay with the original versions just overwrite them with the newer ones... Please see the OP for the link. Preview 1: http://imgur.com/MorBubg Preview 2: <a href="http://imgur
It would be nice if the game had some option that allowed to skip AI moves/battles that are not related to your own civ. ("Skipping" = they would happen of course still but the player does not have to watch them, as they take their time) Also quick battles are nice, but IMO waiting for the final explosion to move on could come somewhat faster...esp. late game if you can fight several times per turn and/or fleet. Some games also allow to adjust move/combat speed. GC 3 has it fo
I'd agree (and I did play the Yor as pragmatic in some cases), however they could make a pragmatic decision to turn all evil on the rest of the galaxy if they think it benefits them ;)
IMO there could be some more variety in some cases: 1. Seems like all (?) missile types look the same in the battle viewer? (to be clear, I mean the visual effects produced by those weapons in battle, not the module gfx) I did only research as far as photon torpedoes, but they seem to look identical to stingers, harpoons, phonotic warheads gfx-wise in battle. Personally I loved the StarTrekkish photon torps in GC2...can we have those please :) 2. I'd like to see so
Hm, maybe I made some mistake - thanks for the reply. I didn't know using the debug.err file as help to track such probs. For now I just want to change the appearances/ship colors for those Arceans, Torians. Mods are enabled (my changes on vanilla factions show up fine). Edit: got it now. I put it exactly into my mods game folder - I must have made some really silly mistake when doing this previously. However, now it works :)
Coming back to this, unfortunately dlapine1's idea did not work for me. I'm in another game right now as Arceans, and got the another unique plasma beam arc-p (or so) weapon. As in the previous game (as Terrans, other precursor weapon though) I cannot upgrade directly. When I try to upgrade in two steps as suggested I ca
This file has the faction defs for Arceans, Torians. My installation has the original here: ..\Galactic Civilizations III\DLC\EXP1_Mercenaries\Game Where in "My Games" do I put a modded version? I did change the vanilla faction defs and put the file into: ..\My Games\GalCiv3\Mods\MyGC3Mod\Game -- this works for vanilla,but... 1. Putting in a modded EXP1_FactionDefs in there does not work <p
I really like that it will not be that simple anymore to drag the AIs into wars just to weaken everyone - it's too easy indeed.
Yeah, I support the idea. Sure it's "not essential, but nice to have" mainly, but otoh I would not imagine this to take a huge amount of the dev's resources...
Ok, after this problem nearly drove me mad it seems I found the cause, but it sounds a bit weird: The *stuck* seems to happen mostly because the game sometimes either misses ships that have still moves left or it wrongly expects me to move ships or fleets that are parked on guard or sentry orders. So I get a greyed out "wait" on the turn button, when instead there should be either an "idle ship" msg (when I need to move still) or it should just progress normally
Good idea - I try that when the next upgrade is due
Here's what I mean: I was given the chance to equip a ship with that precursor weapon that gives 15 attack of all types, but can only be put on a single ship, then no more. However, later I designed a more modern version of the same ship, identical precursor weapon, but the more recent versions of the vanilla parts. The game did not offer me to upgrade the older version to this one, which meant I had to get rid of the ship completely to built the modern version from scratch. Since
Some nice info here. I didn't know about the 64 ship limit. FWIW I did try carriers based on cargo hulls in my last yor game, started with one module, and managed to cram in a second after researching/tech trading for capacity techs, still some had room for some defenses, engines etc. Those did well in combi with escorts and capitals.
Some questions regarding carrier warfare or how do I make best use of carriers? 1. Do ppl use the largest hull available for those (large, huge) or put carrier modules on cargo hulls? 2. Other than the carrier modules, do you put offensive weapons on them or only defensive parts? 3. Related to 2.) after adding the 1st carrier module it seems often that putting one *more* carrier module takes most or all the remaining space - would you still add it then or rather go for
I had it too now for the 1st time, happened with a vanilla Krynn freighter, pls. see pic. But after reload those black parts that the ship had already passed became uncovered as it should be, so it was ok again. http://imgur.com/a/7TYLZ
OK, I did another test run and fortunately these crashes/freezes did not occur anymore. I'm surprised as I thought the most recent dl was only the update regarding mapsizes, but I'm surely not complaining that stability is now good again (from what I've played so far - two games up to turn 100+) :) Sorry if the thread sounded too alarmist, but those sudden crashes/freezes were no fun certainly. Still a mystery why I had them at all. Besides th
Thx guys, I give it another go after xmas, if the probs persist I'll file a ticket indeed. edit: steam did another small dl for GC3 right now for me, I'll see how it goes with that...
Using the most recent incarnation of the 1.9er opt-in the game does crash/freeze for me heavily. I had two freezes in which I could not even shut down the game/my machine anymore regularly - had to power off to reboot. In another instance after launching the game and going through the game setup my machine went off itself. The most recent freeze did come after I had validated all my my files and switched to no mods again (in reaction to the game shutting off my computer earlie
Good catch :D