Arikah

Arikah

Joined Member # 4747988
6 Posts 15 Replies 290 Reputation

As title says. I do not think this is the same issue reported with pirates, since I had specifically disabled pirate bases in the game options at the start. Ticket submitted with a save game attached, every time I attempt to load the savegame and press turn it'll crash after about 30 seconds, before I can get to the next turn. If you also require the custom factions be sent (not sure if they are included with the savegame file?) I can do that. ticket ID #AIJ-355-10453

0 Replies 3,920 Views

Oh, haha I thought you knew about that already. Yeah the Leader_FG.png is by far the most important graphic asset (okay maybe logo is tied), it is what you see when talking to leaders in trades/talks, at the UP, on the game loading, and at the new game setup menu. As far as I can tell the startup image does nothing, I have one in my mod too and I've never seen it - at first I thought it might appear when loading up a saved game, but nope. Leader_BG appears in your tech tree as the backgro

173 Replies 1,208,803 Views

[quote who="scara_monga" reply="126" id="3549433"] Yup, did all that, guess what? still don't work, lol???? Reduced 29% Original 1920 x 1200 [/quote] Look closely at the picture, underneath the weakness textbox - I can see the

173 Replies 1,208,803 Views

Copy your Dalek folder somewhere else like the desktop, and go to My Games and rename the GalCiv3 folder "GalCiv3.old". Run the game once, it'll nuke your settings, enable mods within settings and quit, then copy the Dalek folder back and see if it does the same thing again.

173 Replies 1,208,803 Views

@trumpeter87 You wouldn't believe what the issue was. The tech itself is and was fine all along (other than being unable to add a fifth tree); it's the components I put in ShipComponentDefs_Iman.xml that sent the whole thing into a death spiral. For any future readers, you cannot add more than 5 components to any one researchable tech, or your game will crash. I discovered this by accident when I changed the tech internal/generic names and forgot to change the reference in shi

173 Replies 1,208,803 Views

[quote who="trumpeter87" reply="111" id="3548979"] UPDATE: for grins I copied the colonization branch and first tech and gave them new internal and generic names. This didn't cause a crash, but it didn't add a fifth branch, either. What happened was the new branch bumped the last branch, the CommunicationsTech branch, into oblivion. So it seems that the game forces only four main tech branches... or adding a fifth branch requires additional modding that I'm not aware of.<br /

173 Replies 1,208,803 Views

Yup, that is exactly what I did - copied the Terran tech tree and it's corresponding specialization, ctrl+f Terran and replace it with Iman . What I'm really confused about is that when .97.7 rolled out I thought they might have changed internal structure of the file, so I deleted the techdefs file and did a fresh copy again from the terrans, like you suggested. It was working just fine in .95 so I'm stumped. Here is the custom, br

173 Replies 1,208,803 Views

scara_monga: the image you are using is too large. Yeah it shouldn't matter but for some reason it does. In my mod the leader_fg image is a 1024x600px png @ 350kb filesize. It seemed like yours was too big for the game to load? So when I smushed it down to roughly the same size as mine it works (and produces similar results, the left side of the image is obscured/clipped by the text box). So compress, smush, and flip your image horizontally. I am having a hell of a

173 Replies 1,208,803 Views

Noticed this too but didn't think of it as an exploit, because you need a fair amount of miniaturization bonuses to be able to fit more than one module on a ship (though this isn't difficult at all and the numbers might need slight tweaking to make it harder). In my opinion by the time you are able to use this 'feature', all resources should have already been claimed, so there wouldn't be too much of a balance issue about sniping resources. It's a nice quality of life

1 Replies 2,513 Views

I am hoping that some UI bugs I've found will be fixed before the final release, or in a patch very shortly after. They are mostly minor things that don't affect gameplay too much but lack proper polish. In no particular order: - Playing with more than 12 races causes improper/funny text in the diplomacy screen - construction vessel with a survey m

0 Replies 1,390 Views

I'm having issues with CTD on map generation still. Using my own custom race that was previously working under .975. Game doesn't crash if I rename/delete the GalCiv3 folder, but then I have no custom races... so when I copy the race folder back into my mods dir, the game will crash again. Was there a file structure change that wasn't documented or something else that is causing crashes? edit: it's something to do with the custom tech tree I have, which is based off th

12 Replies 45,363 Views

The issue I've seen isn't where the game or screen goes black, it simply "locks" on whatever screen I was on before I started the battle viewer, minus the prompt... so at first you think well the music is still going, maybe it's just thinking, but nah it's done. Nonetheless I will try disabling engine trails - perhaps engine trails off should be the default graphics option until the issue is resolved?

5 Replies 5,265 Views

Yep, battle viewer crashes/hangs still pretty common. I find it happens a lot more consistently when I fight one fleet (pirates for example), then a different type of fleet on the next turn (krynn). It's really hard to diagnose since these hangs don't leave any debug dumps and technically the game doesn't fully crash.

5 Replies 5,265 Views

Had this issue for a while and couldn't figure it out, until I started a few new games and noticed that tier 0 constructors do not suffer from this bug. The reason? Some of my late model constructors are outfitted with survey modules, and it messes up something in the clickable UI in the command window (below). I believe it's because nobody thought you'd have that many clickable entries on a single ship, so it just doesn't recognize the top entry as a button. You can still use

1 Replies 3,478 Views

The game itself is running fine, however there's a fairly serious problem I have with my dual monitor setup. Put simply, in another game (dota 2 for example), when I enable the fullscreen (not windowed fullscreen) option, the mouse cursor properly sticks inside the window on just my main monitor where the game is being played. However in GC3 I am able to move my mouse cursor outside of the game and onto my second desktop/monitor freely - the becomes a very annoying problem when I

0 Replies 2,808 Views

Ugh. After tearing the mod apart it seems that it was a few things that were causing conflicts, crashes and failed checks. - Adding a constructor to the initial spawn ships is a big no-no if you don't also include the pre-required tech for it in your races' initial techs... as soon as I can figure out how to do that it will work (probably). This was huge, deleting this entry allowed me to almost load into a map (it would start playing the music and then sputter out). -

6 Replies 6,699 Views

in_stasis, Tried what you suggested, and it seemed to take a little longer to crash is all [e digicons]:grin:[/e] . Do you have a link to dumhed's mod so I can take a look at it as well? I'm really stumped on this. tmphoenix, Yes they should be (and will be), but mostly for localization purposes. It will work just fine as a placeholder until the mod/race works, and then it'll get proper locale strings / folders. I'm following the va

6 Replies 6,699 Views

I'm having a lot of trouble with creating a custom race, specifically when trying to give them their own unique star system. All of the mod examples I have seen on these forums involve editing an existing system; this is far from ideal and causes issues with certain races. For example if I use the SolSystem as my starting system, and edit in a planet accordingly (as was done in the Zathras mod), then if I have Terrans in my game will they also have a Sol system of their own, complete with

6 Replies 6,699 Views

I'm having the same/similar problem as OP. Made a new custom race via modding XML (because the ingame one lacks control), stuck everything in the proper folders with the right names, and the game crashes to desktop when trying to generate a map. My custom race is supposed to have a custom star system, which I modded into both StarSystemDefs and PlanetDefs, as well as a slightly modified tech tree. All the XML formats follow the original but it doesn't work. Interesting, becaus

16 Replies 11,961 Views

I noticed that custom races were added recently, and while the ingame editor does a pretty decent job I found it impossible to tweak "the little things". In GC2 I had created some races that were inherently unbalanced but fun to play (as or against), and much of this was done via XML editing the race files directly (.raceconfigxml, GC2types.xml, etc). Sometimes this involved changing tech available at the start of the game or planet quality etc, fairly delicate but straightforward once you go

0 Replies 7,613 Views