pleb87

pleb87

Joined Member # 5149827
1 Posts 35 Replies 96 Reputation

This looks good Horemvore, can't wait to see a playable demo/alpha! [e digicons]:D[/e]

595 Replies 1,781,798 Views

Oh I had a question Gauntlet. Can we expect some custom Starbases at some point? I know this is a tall order, considering how many versions of the models you have to do for each component, but was curious if this is something you'll be doing or avoiding? Apologies if this has been asked and answered before!

1,416 Replies 4,488,070 Views

I get massive lags on my laptop but it's pretty old (i5 dual core 1.7GHz, 8GB RAM, 1GB VRAM GPU) but my desktop runs much better (i7 quad core 4GHz, 32GB RAM, 4GB VRAM GPU). However even my desktop has lags, especially since I installed the new mining stations, but it's a shame as they're really good! [e digicons]X([/e]

1,416 Replies 4,488,070 Views

There are a lot of things that aren't in GalCiv3 that were in GalCiv2 that should be. One thing that really annoys me is the fact you can't have your own custom faction's logos on the ships/stations that you've created! [e digicons]:annoyed:[/e]

13 Replies 26,484 Views

I know what you mean about the middle being more populated, but one advantage of staying on the edge is being able to establish a large empire and only having to worry about so many fronts. Although it is certainly possible to colonise and dominate the middle, if you start upsetting your neighbors (which I nearly always do) you can find yourself surrounded and having to fight on many fronts. I actually find it easier to start at the edge (I always play spiral as well as it seems more realisti

12 Replies 33,250 Views

I think most people will probably have most if not all the DLCs so I think you'd be OK with stating that you need them in order to have the mod. I like that the pirates will use a combination of styles as this feels more realistic. Can't wait to see it, and cant wait to get those awesome mining bases!

1,416 Replies 4,488,070 Views

[quote who="TheHordesman" reply="335" id="3623439"] I think they should remain the same and there is a logical reason for this. As they are, the colorscheme is one without any paint, just plain metal. And if you think about it, wouldn't it be strange if a chosen colorscheme goes for pirates throughout the entire galaxy, and even so they are never organized enough for full-scale attacks on planets, but settle for a common colorscheme for easy identification?[/quote] There i

1,416 Replies 4,488,070 Views

[quote who="Gauntlet03" reply="329" id="3623370"] 1) What color should pirates be if different/ I'm thinking a black/red combo? [/quote] Yes, I like the black/red combo you have made, the Red Wall and Red Wall Inverted I think it's called? This would probably look good and more bad ass for the pirates. [quote who="Gauntlet03" reply="329" id="3623370"] 2) I was thinking of giving them some extra starting ships, specifically a Survey Ship, t

1,416 Replies 4,488,070 Views

Hi Gauntlet, loving all the new mercenaries and new races and combined traits! Just a quick question from a modding point of view though, apologies if this has been asked and answered before, but how come you're using the ingame faction editor in game to create the new major factions and not using XML? I like playing as the Terran Sovereignty but I hated the fact that the planets and all Terra I, I I, III etc as when using the ingame faction editor you can only select home system template

1,416 Replies 4,488,070 Views

As good as this looks, will there be a way to turn off mercenaries? I of course intend to try this feature out but if it turns out I don't like it, but still want to have the other benefits of the expansion such as the Torians and the Arceans, will there be an option in the game creation screens to turn off mercenaries when starting a new game?

123 Replies 593,441 Views

[quote who="Mithel" reply="6" id="3616029"] Has anyone managed to get this to work successfully in multiplayer? [/quote] Mods don't work in multiplayer, this is something that is currently hard-coded into the game and is unlikely to change in the near future... [e digicons]:thumbsdown:[/e]

13 Replies 10,323 Views

Not sure if this has been suggested before, but from a modding point of view it would be nice if we could use different pictures for the anomalies popup window. At present it is the same picture regardless (although it has changed since the Precursor Worlds DLC). Also it would be nice if anomalies could be given different icons, as at the moment unless you zoom in they all look the same. Again, being able to change these icons and create/modify existing types of anomali

0 Replies 3,295 Views

[quote who="exelsis" reply="3" id="3614534"]Why do you want to destroy planets?[/quote] Because he's a Sith Lord in disguise... [e digicons]}:)[/e]

6 Replies 5,045 Views

My desktop has an Intel i7 4790k 4.0GHz CPU, 32GB of RAM and a Nvidia GeForce GTX 980 4GB GPU and I don't get any lag on insane maps. But my laptop has an Intel i5 3317U 1.7GHz CPU, 8GB of RAM and a Nividia GeForce GT 620M 1GB GPU and even though it is below the minimum specs it runs all map sizes up to Gigantic fine. Anything higher and it starts to lag.

9 Replies 19,951 Views

[quote who="rynebrandon" reply="20" id="3614402"] My e-mail is [email protected]. If anyone really wants to get involved, reach out and I'll create a dropbox folder with the files I've created so far. People can change whatever they like. [/quote] I've just emailed you now! [e digicons]:grin:[/e]

25 Replies 94,427 Views

[quote who="rynebrandon" reply="18" id="3614337"]There are more than just structural issues with the game itself - there is also the commitment of a development team, which at the moment consists of exactly two people: me and airmaster (and even at that, airmaster is purely a ship designer, albeit a very, very good one). While these are all great ideas, unless more people want to sign on to actively helping develop the mod, they're probably a decent clip beyond the scope of

25 Replies 94,427 Views

This is great, good to hear you are still working on the wiki I'm really enjoying reading about the back stories behind your races. As I said before I've removed all the stock races from my game now and only play with the ones from GRM, with the exception of the pirates. Just out of curiosity, if you were going to replace the pirates which race's shipset would you believe suits the pirates better? Ah I understand the amount of time that can be sunk into play

1,416 Replies 4,488,070 Views