This looks good Horemvore, can't wait to see a playable demo/alpha! [e digicons]:D[/e]
pleb87
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!
It's my laptop I get lag on my desktop that has 4 GHz and 32GB RAM is fine, only the elerium mining station looks laggy but no different from on your 2 videos on YouTube with it in. The laptop only has 1.7 GHz and 8 GB RAM so it really needs replacing!
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]
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]
Ah that's probably why I haven't noticed this, I only ever play with Conquest victory and Alliance victory settings turned on. [e digicons]:grin:[/e]
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
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!
But on a more serious note, perhaps the pirates could use ships and/or styles combining all of the different races? And then either leave the colour scheme blank or go with the red/black one?
[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
[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
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
There are tutorials on the forums on how to create new ship styles, and it is not very difficult to put together. However I recommend looking at Gauntlet's Race Mod to get an idea on how new ship styles are put together as a point of reference.
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?
This sounds deviously good to me, I will have to give this a try! [e digicons]}:)[/e]
[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]
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
[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]
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.
[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]
[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
I think the next patch release is not until next month, but hopefully something will be officially announced soon. Although it will more likely be Soon™ rather than soon... [e digicons];P[/e]
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
Looking forward to your next release! Haven't seen any updates on the wiki so I'm hoping your working on the new shipset [e digicons];P[/e]