kuch128 [quote who="kuch128" reply="4" id="3520259"] Thecw, please tell me what I am doing wrong if you have all of that by turn 191 that is ridiculous. [/quote] I have no idea what you are doing wrong. But i get my game "speed" by micromanaging everything, my play speed is very slow: those 191 turns took me - according to the
Thecw
jhanglyn, [quote who="jhanglyn" reply="7" id="3520285"] unless they are compressing the files on save? [/quote] the saves are zipped. Unfortunately they do not properly initialize the zip header; [quote who="jhanglyn" reply="7" id="3520285"] all of the data should be stored in arrays... [/quote] <
[quote who="Lucky Jack" reply="2" id="3520254"] I don't know if windowed mode or resolution will affect RAM assignment but I edited my post to include my mode and resolution. [/quote] Lucky Jack, Done the same. Something weird: saving the game and restarting the program, then after a game load the memory usage is significan
Gauntlet03, You rock (with rocks in space) [e digicons]:thumbsup:[/e] .
[quote who="Gilmoy" reply="1" id="3520236"] prioritize bigger fish [/quote] Hmm, bigger fish... Something like a Wahoo or a Marlin. Tasty, but hard to catch. No wonder the devs haven't got time to fix small polish things[e digicons]:grin:[/e] .
[quote who="Gilmoy" reply="1" id="3520235"] So right now, it gives you +0.05 logistics per fleet? That's enough for, like, a dashcam GoPro ... [/quote] Because the current scope is also wrong you don't even get that. So if you are going to nuke the Drengin back to the stone age, you can't even make few snapshots because you will have to leave your dashcam at home [e digicons]:P[/e] .
At the moment building the Hyperion Logistics System does not raise your logistics cap (the maximum number of logistics points for a fleet). To correct it, the following xml (found in the ImprovementDefs.xml file): HyperionLogisticsSystem ... LogisticsCap Global <br /
The Hyperion Logistics System is supposed to decrease the logistics cost for every newly build ship by 1 point. But the logistics cost of those ships are not lower than the ships build before the Hyperion Logistics System was build. The Hyperion Supply System is supposed to give newly build ships an additional range of 10%, and it does not. I could not find a solution in the xml (and i tried a lot of combinations), therefor i have got a feeling that the entire OnCons
Lucky Jack, Expect your usage to climb significantly. My current game: Fullscreen 1920x1080; Immense Galaxy - fully explored; All races are in - playing as the Terrans; Near the end of the game - turn 191; Ships in game 633 (of which 281 are mine); Starbases in game 287 (261 mine); <
[quote who="Aedaric" reply="4" id="3519956"] Well, I've attempted to upload a support ticket six times. The database seems to be having issues with me. Reduced 56% Original 1017 x 259 [/quote] <a id="ctl00_ctl00__Content__Content__RepeaterReplies_ctl05__LinkUser" class="hand" title="Click user name to view
While there are a lot of (hot)keys not yet in the game, this post is not about that. The "Done" button/action in the shipyard is not bound to the "Done" key. The default binding in the Options->Input for the "Done" key is "Enter". The "NextNotification" key (default the "Tab" key) also invokes the next turn. While it should take you to all outstanding actions, but not end your turn. To go through all the outstanding actions and th
Gauntlet03, Very nice, especially the gun boat and the destroyer. And your small defense station is cute. [quote who="Gauntlet03" reply="796" id="3519958"] Nice ship the CW! I like the barrel placements on the middle/sides and the angling. [/quote] Yes, that's me: working all the angles while staying in the middle and choos
A lot of sensors have the wrong mass class. The resulting effect is that specialized scout / survey ships have an incorrect sensor range, because they now depend on the life support mass reducing techs. If you have researched all life support and sensor mass reducing techs, then there is no difference because they both have 3 techs that reduce the mass by 20%. But at the moment the sensor mass reducing techs are quite useless. The following sensors have "Life Support Mass" ins
The upgrade chain for the commercial modules depend on the GoodsAndServices modules instead of their own predecessor. This is an old bug that is now back. The StarbaseModuleDefs.xml file: For the OrbitalShoppingCenter the should be StarbaseMarket instead of RecreationCenterModule. For the StarbasePromenade the should be OrbitalShoppingCenter&
Overgunned (Large kinetic ship) Make sure you have a bigger gun than the other guy. And have lots and lots of them. Hearing protection not included! The link. The template design files . Note: the design files are for a template with a short ship name! The screenshots. As can be seen in the s
So many new ships, so little time to check them out. trumpeter87, Like your dreadnought and corvette. Edladner, Impressive cruiser. <a id="ctl00_ctl00__Content__Content__R
[quote who="DivineWrath" reply="3" id="3519184"] I'm actually studying how to mod them right now. [/quote] DivineWrath, take a look at my replies in the Designing t
[quote who="a0152570" reply="7" id="3518763"] Is this a modder only thing or will "save as template" update the *.xml's based on the assigned role? [/quote] Consider it a modder thing. The "save as template" will not touch any .xml files. And in the current version you can no longer specify an assigned role. The game will assign the role depending on the actual active components on the ship. So if you don't want to mod, you can still use the templates
While the above about using the template to create functional ship designs is true, there is another reason for template creation. The real need for the templates is that (custom) ship classes use them to allow the auto ship designer to generate the various versions of that ship. So there is a Terran_Scout template (in "steamapps\common\Galactic Civilizations III\Designs") which in combination with the TerranScout class (as defined in ShipClassDefs.xml) and the ScoutBlueprin
It is 'hardcoded' in the xml files. From ShipComponentDefs.xml: AssaultCarrierModule ... AssaultCarrierModule ... From ComponentClassDefs.xml: <ComponentClass&g
Rhonin_the_wizard is talking about the the Pragmatic neutral trait. From the Galactic Civilizations III - Beta 4 changelog [quote]New Pragmatic traits: <p style="p
[quote who="DivineWrath" reply="2" id="3517899"] I'll have to look up how to do that kind of modding then. I don't think there are anything for carriers in the game right now. [/quote] DivineWrath, Take a look at the <a id="ctl00_ctl00__Content__Content__RepeaterPosts_ctl30__PostTitle" title="Designing the Initial Starting
Change in version .70 (Beta 4). Roles (except Assault and Support) should no longer be specified in ShipBlueprintsDefs.xml. Specifying any role other than "Assault" or "Support" will result in multiple ship-design-versions being created. So for the earlier mentioned example, that should now read as: TerranVoyeurBlueprint
The sounds are stored in a Miles Sound System Compressed file (\steamapps\common\Galactic Civilizations III\Sfx\GC3_SFX_Bank.msscmp). Unlike previous versions of the RAD Game Tools there is no non-commercial/home-use version available. However it appears that there is mp3/wav/ogg support for mods in the game, but the entire mod-support is not yet active [e digicons]:([/e] .
[quote who="thenewteddy" reply="36" id="3516873"] I'm tempted to buy one stick of 4G. How would this work out for me if I did this? I presume I should put it on slot 1, if so, should I remove what is in slot 3, or leave the 1G stick? [/quote] HP advises against breaking the population order, so do not leave slot 3 empty. While this motherboard supports flex memory access just replacing the 1 GB DIMM in slot 1 with the 4GB might work, but then you are going to mix single