[quote who="ManiiNames" reply="17" id="3626836"] If you use the Vigilance trait you can pretty easily get seven economic starbases around a planet. Six in a ring plus one close in next to the planet itself. [/quote] Even without sacrificing any traits you can with careful planning boost a planet by twelve starbases - of course this is when you use the starbase range extender modules. Economic starbases were ridiculous overpowered at 'starbase placement sp
Thecw
When you start a new ship the face of the origin cube that points to the left bottom direction is the front of the ship.
[quote]Fixed issue with life support and some weapons augments that weren't using the correct manufacturing cost type. [/quote] The types are fixed, but the (range over mass) ratio progression is still flawed. This means that ships of equal tech, but equipped with inferior life support modules are superior in range and firepower. Since the AI always equips the most advanced tech for its ship designs this mean that once beyond 'Environmental Support' the AI ship design
[quote who="Seilore" reply="1" id="3622046"] Awesome FIRST!!! I win j/k [/quote] Aaargh, a youtube troll level comment. How the mighty has fallen [e digicons]X([/e] . Ban him, ban him, ban him now [e digicons]:banhammer:[/e] ; restore the quality level of forum postings i am expecting here. [e digicons]:grin:[/e]
Did you attach a large file? If so, then sometimes you get this error when the file is too large. Storing the file on a file sharing service (dropbox, mediafire, etc...) and using the share link in the ticket submission will then work. Hopes this will work for you. Edit: PS, don't use one-shot-links! The support system of SD is weird (in this context) it will hit the link multiple times. So an one-shot-link will invalidate on the first passage, and prevents the support guy
@ Frogboy, You are not the only one. Welcome to the club. [quote]Turn out, I’m the defective one [/quote] Defective? According to who? Just different.
[quote who="Seilore" reply="29" id="3616990"] Whenever the plane decides to land... [/quote] Are we talking about a sentient plane or about a plane with an infinite fuel supply here? [e digicons]:borg:[/e]
[quote who="Larsenex" reply="2" id="3616593"] Hmm now I can farm my own Torian Burgers! Thank you, now all I need is to fire up a trade route for some Drengin Hot sauce! [/quote] You culinary barbarian. Torians are best eaten raw, and the enjoyment is maximized when listening to their screams while they are still alive to see you eat their limbs. [e digicons]}:)[/e]
It seems that the editor html parser breaks down when a paragraph enclosure is used within the (spoiler) span section; and thereby generating the wrong code. A fix is to remove paragraph breaks from your (spoiler) text and replace them by double line breaks. As shown in the example below - between "Different font" and "Bold" <a id="show_idx" class="link" onclick="document.getElementById('spoiler_idx').style.display=''; document.getElementById('show_idx'
Naselus, The problem is far deeper than that the resources are defined as enum in StrategicResourceTypes.xsd. They are hardcoded and are hardlinked to the hardcoded values for their companioning cost enums (eg DurantiumCost and DurantiumNet) in StatTypes.xsd. To allow for custom resources, SD will have to alter the structure of several xml entities. All entities that reference StrategicResourceTypes should be changed to a xs:string, all entities that reference S
[quote who="eterxeno" reply="55" id="3580887"] The spawn command don't work [e digicons]:annoyed:[/e] It tell me "Ship design name not recognized" and yet i wrote the name of the ship in the game First i try the french name and then the english name and i have the same message. Someone have the solution ? ps : And the topic is not really about cheating but rather to know it's working in case where one day
I already noticed i was wrong, and did clear my previous posting (can't delete postings). However in the mean time found the real reason: ShipBlueprintDefs.xml: AssaultCarrierBlueprint specifies the EscortCarrierModule as type. ComponentClassDefs.xml: Specifies EscortFightersCap for EscortCarrierModule as prime stat. ShipComponentDefs.xml: For the EscortCarrierModule it raises AssaultFightersCap as the EffectType, and specifies As
made wrong posting
This is an old problem (and the solution is fairly simple), look for my Reply #730, (page 30 ) in the Post Your Gal Civ III Ship Designs! thread.
[quote who="Nastytang" reply="43" id="3579139"] LOL NO it`s there to Compel Us Elite Founders to Push It!!! [/quote] Then they should have made a button with the text "Do NOT push this button", with a tooltip stating "We really, really mean it: do NOT do it!". [e digicons]:grin:[/e] And when you hover over it a faint audio track should play repeating: "Push it; push it; we know you want to do it; you know you want to do it; come on,
For the general game flavor and the new mega events, the xml files that contain the English text are currently located in the main xml folder (Steam\steamapps\common\Galactic Civilizations III\data\Game) instead of the English translation folder (Steam\steamapps\common\Galactic Civilizations III\data\English\Text). This is not a real bug, but could be a hassle if you are running with a translated version, or if you are doing a translation yourself. General flavor file:</p
Glad it works for so many of you guys (and gals). Ahhh, the joy of spreading happiness all around. [e digicons]:grin:[/e]
[quote who="gambit1077" reply="2" id="3578915"] I also got 1.2 opt-in successfully doing this. Just an reminder or FYI, it resets a lot of game options to default, like game intro, auto save, visual, and audio preferences. [/quote] The reset of the game options you mentioned is not caused by the steam game state reset, but by the update of GC3 itself. Every update (of GC3) does and will reset your internal game options to its defaults -- maybe with the exception of hot fixes
Guys, take a look at When you can't update (to a Beta of) a steam installed game
Occasionally when switching between betas or reverted to a non-beta version of a game on steam the steam game state becomes corrupt. When this happens you no longer can update the program. You can select different betas but nothing will happen. Following this solution is on your own risk. Do not blame me when it f*cks up your steam configuration. You must be online with steam. Do not continue if steam is in offline mode. Make sure you hav
The range with the standard ships is a known problem, because of bugs with the life support/mass ratio. [1.0.3.3] Life support beyond Environmental Support useless The auto ship designer will use the highest tech (and unfortunately the heaviest) life support modules, and thereby limiting the
[quote]Added 3D printing support to GalCiv3. You may export your ship designs locally or export their ship directly to a 3D printing service [/quote] If you have a ship with animations can you set the state of the animations for the print? Eg I would like to print my Shaman (AKA the umbrella spy/sensor ship) in its unfurled state. The Shaman in its unfurled state. <img style="vertical-align: baseline;" src="https://www.mediafire.com/convk
If only you could travel back in time, then you could have informed us before we already noticed there was no stream. [e digicons]:grin:[/e] Tune in next week - same Mormegil-time, same Mormegil-channel! [e digicons]B)[/e]
You are doing nothing wrong. But the xml files are only read during game creation. So if a game is already started, changing the xml files does not do anything for that game. If you start a new game, your change will be active.
[quote who="Raynman" reply="18" id="3573566"] After further investigation it appears that the hot patch is updating properly for some people but not for everyone. We are working with Valve to try and figure out why this is happening. I am sorry for any inconvenience that this may have caused. [/quote] I can choose the 'Opt-in - V1.1 Hotfix Opt-in', but no files are being updated.