DarkNeuron

DarkNeuron

Joined Member # 5045526
6 Posts 65 Replies 8,110 Reputation

Yeah I get the same error, after a stealth game update. I'll get on fixing it. Thanks for reporting it tralken! EDIT Ok a new MapSizeDefs property has showed up: Which does what it sounds like. I've added it to my file, so the mod works again. If it keeps breaking, I'll probably just wait until the official 1.02 is released. :) EDIT2 Some more xml changes had snuck in, I've adde

22 Replies 72,624 Views

[quote who="joeball123" reply="4" id="3556705"] The AI chairman brings a new resolution up, and then tries to vote no on it . Why are you bringing it up, if you don't want it passed!?. Maybe they didn't like any of the resolutions that they were allowed to propose, so they picked the one they disliked least and then voted against it? I know I've done that when I've been the UP chair.

6 Replies 21,958 Views

[quote who="SaviorSe1f" reply="1" id="3556695"] Yep, I made a post about this yesterday. My allies have voted several times for our enemies. I would also like some details on how it works but I couldn't seem to find anything online... [/quote] Sorry I missed that post. Should have bumped that instead. [quote who="SaviorSe1f" reply="1" id="3556695"] One thing I was thinking is perhaps have something that allows you to trade for a guaranteed vote? Hav

6 Replies 21,958 Views

I need more feedback on the UP screen. I have no idea what's going on, or why the AI is voting the way it does. Seems completely random... I have yet to see the AI make rational decisions in the UP votes: - They vote on their enemies to be the chairman, while ignoring their friends (me). :'( (The Iconians voting on the Yor is pretty funny though) - The AI chairman brings a new resolution up, and then tries to vote no on it [e digicons]:annoyed:[/e] .

6 Replies 21,958 Views

[quote who="abiessener" reply="26" id="3556339"] The patch is now live as an opt-in. [/quote] Brilliant, thank you! I see the amount of stars per mapsize has been (massively) reduced, I agree with that decision; should make for more conflict. [e digicons]:sun:[/e]

212 Replies 858,807 Views

[quote who="Larsenex" reply="7" id="3555893"] Expect the patches to be a bit further apart and beefier as Paul is now pretty much limited to himself as his team has been (redistributed) to other areas in the office to work on other projects like Sorcerer King, Ashes, Off-word Trading Co, and Servo. [/quote] I seriously hope this is a guess. Would be too early to remove people from this project. A lot of nitpicks still need to be addressed. I

212 Replies 858,807 Views

[quote who="creedular" reply="2" id="3556125"] intel i7 4710MQ 2x2.5 ghz processor 16GB RAM 64 bit system running windows 8.1 AMD Radeon R9 M290X graphics card I've turned off the sound and reduced the graphics to low. The game repeatedly crashes, no error messages it just hangs randomly ALL THE TIME! not at game save not when performing specific operations ALL THE TIME. And why can't I opt

17 Replies 6,291 Views

[quote who="tralken" reply="16" id="3555615"] So iv done a play through to turn 120 (where I previously broke FOW with 931 sensor range) and my highest sensor range is 40. I only have maybe 5-10% of the map explored so this mod you made really pushed those sensors to where they need to be, excellent work! [e digicons]XD[/e] Since you called this a balance mod and not something specific I assume youll be poking at other things to? like the 95% cdr missles and

22 Replies 72,624 Views

I supposed you could change the tech tree so there are no trade licenses, besides also setting their trade licenses to 0. Removing the universal translator from the tech tree might work, but I don't know if the AI needs it, as I recall being able to talk to the Drengin without them having it.

2 Replies 5,657 Views

[quote who="Mohobie" reply="13" id="3555379"] XPerShip would be a very helpful feature. perhaps it can be coded. I don't know you would have to find where OnePerShip is defined. [/quote] In the exe. One can't just add functions like that. Afraid Stardock would have to add it.

22 Replies 72,624 Views

[quote who="gothvan" reply="11" id="3555063"] I'm also experiencing crash when creating the map. (no mods) I'm also having an error message at the beginning right after the loading screen, a white box appears with many messsages an i can chose continue or skip. [/quote] Yeah I get that too.

14 Replies 31,643 Views

[quote who="Uncle_Joe" reply="9" id="3555037"] FYI, I just tried this and it crashed to desktop when creating the map (with the current Steam build, no mods). Anyone else have any luck? [/quote] Mine crashes too. Removed mods, still crashes. Maybe it's because I'm running the game off of my SSD on the C drive (which has more aggressive permissions): C:\SteamLibrary Perusing debug.err doesn't really reveal anything.</p

14 Replies 31,643 Views

[quote quoting="post"] For those of you willing to play with my personal build off my machine where I test different AI strategies and performance tweaks, you're welcome to try out what i have. https://dl.dropboxusercontent.com/u/8051911/GalCiv3101frog.zip This is the 1.01frog build. If you play MP, don't bother with this as it will prevent

14 Replies 31,643 Views

[quote who="Mohobie" reply="11" id="3554673"] A cap to sensors would make more sense then having additional sensors reduce the range. Personally I have done the early game sensor ships just to see what all the fuss was about. Unless your on a small map size it's really not that concerning. I'm on board with modifications though. In single player the AI doesnt do it, so it would be a players discretion if they wanted to. In multiplayer well that would be more a concern. [/quo

22 Replies 72,624 Views

[quote who="Hereward_Hills" reply="8" id="3554622"] I like the idea of sensors having diminishing returns. I don't know if I want your other balance modifications, current and planned. Due to the nature of how the mod folder works in GalCiv3 could you consider releasing your balance modifications as mod modules; sensors, hulls, weapons, and so on. We could then simply plug and play the modifications we fancy rather than either having to have the entire bundle, or having to strip out

22 Replies 72,624 Views

[quote who="AlienFromBeyond" reply="5" id="3554566"] Quoting , quoting post Cumulative Changes - Constructor Module and Colony Module increased in mass cost: 45 -> 49. The least you can reduce this to (early game) is 34 mass, which exceeds the tiny hull's early

22 Replies 72,624 Views