Workshop will be in the first (major) patch - ie. ver 1.1 - as has been stated in the last few dozen dev streams, and numerous times on the forums :)
Niedzielan
[quote who="charon2112" reply="53" id="3545614"] Thanks Brad, a few of things I'd like to see: 1. Proper stardates. I know it might not make sense for all races to have a January and a February, but it was nice to see the passage of time through the months and years. It added to the immersion. 2. More hot keys. Ctrl-S to quick save, Ctrl-G to toggle grid, ctrl-N to regenerate map. 3. More options. Such as grid opacity (it's
Some world types have a small chance (5%) of being class 25-26. Others are stuck with their "low" class. The basic Extreme worlds are stuck between 8 and 13. The more advanced Extreme worlds are 95% between 13-18 with a 5% chance of being 18-20. It would be fairly easy to create a mod that modifies some of these - PlanetTraitDefs.xml
[quote who="AvatarRob" reply="8" id="3545315"] If 4 Gb is the minimum spec, you should be able to play all map levels ( I played on excessive myself), if that's not possible it should be mentioned as well. [/quote] ... What? It's Minimum, not Optimal. Minimum spec should be "able to play smoothly, but with low settings". Not "able to start the game, but running at 1fps", but also not "Able to play everything with 60fps+ and everythi
[quote who="redviper37" reply="8" id="3545307"] do any of these fixes help with planetary invasion and battle viewer freeze? [/quote] Probably not, unless you have low memory. You could, however, look at the [b]Fixes[/b] section to see that they [i]have[/i] addressed those: "Fixed a crash invading planets"
Probably just ideas they had in development but decided not to implement. I'd be surprised if they're DLC this early, though they might be re-used in one later on (content that didn't fit into the base game or needed too much work, like espionage) (Also, it's 'Heavy Gravity', not just Heavy)
You've probably heard this several times before, and probably already done so, but it would be better to submit a ticket rather than post here on the forums - while they do try and read every post, a ticket is guaranteed to reach them.
There are different anomalies. (Rare) Artifacts can give, as mentioned above, the best of 500 credits or 10% of your current credits. Cargo Pods give between 10 and 250 credits. Space Junk can give 100 credits, between 10 and 50, or 1
[quote who="a0152570" reply="7" id="3544382"] Quoting Niedzielan, reply 4 A fix that worked for me: Rename or move the "Documents\My Games\GalCiv3" folder, or delete it if there's nothing in there of importance. Then start the game, letting it generate a new folder. Then copy the folder back, <stro
[quote who="pablo1713" reply="11" id="3543981"] And what phrase specifies what ideology your faction will follow? [/quote] [quote who="In_stasis" reply="13" id="3544108"] Quoting pablo1713, reply 11 And what phrase specifies what ideology your faction will follow? Yeh! I would like to Kn
Make sure to delete the movie tags: TerranMoviesFG TerranMoviesBG There are different tags for movie-style foregrounds/backgrounds and static ones, and the movies are later down in the XML so they get loaded afterwards, so they go on top. Edit: You should
The idea is that the resource would already have been used in the production of the ship, [i]which was not done by you[/i]. Then again, that theory doesn't make much sense either, since it's not a one-off cost. It's more of a maintenance to keep that special module working.
Another update (and bump): Angry Army now works for me (Not sure if it's b6p1 or the b6p1.1 that fixed it, but one of them did)
You could use a "Magic Wand" tool - most advanced image editors have this. Try paint.net or GIMP if you want a good free one, but Photoshop should also have it. Using the Magic Wand, it can select all of a colour (eg, the white or gray background), and then you can just press Delete, and it will make it transparent.
Yes, it is 'Knowledgeable', one of the abilities that the Thalan starts with.
Make sure you've extracted the mod to the right directory. They should be in: Documents\My Games\GalCiv3\Mods Eg, if you had Destroyable Colony Capitals, then there should be a file ImprovementDefs.xml in: Documents\My Games\GalCiv3\Mods\Ave's Destroyable Colony Capitals [0.95]\Game Then, in-game, go to Options -> Gameplay, and make sure the Enable Mods button is checked. If it isn't, check it, and restart the game <a href=
For a temporary fix, you could use my mod: https://forums.galciv3.com/463831/page/1 that lets you destroy your colony capital and place it wherever you like.
Updated for 0.95
[quote who="Frogboy" reply="1" id="3543278"] Fixed in beta 6a (except on the harder levels). [/quote] Is 6a 0.95? If so, then no, it's not fixed. Unless "beginner" and "tiny" counts as hard? See ticket #AVR-846-40552 (using my old ticket for it, because the issue was [i]not[/i] resolved) Shared fow might have been fixed, but the issue is that they see planets that [i]nobody[/i] has seen before.
[quote who="EvilSalmon" reply="5" id="3543122"] Also.. I noticed in the XML files say fertile.. I see fertile 1 2 4... I am assuming that 1 is negative 2, and 4 is positive 2? This holds for all ? [/quote] 1 = +2 2 = +1 3 = -1 4 = -2
This game will get terrible reviews, for one reason only: They'll take a look at the negative vibes in the existing community.
No, it says it gives +% [b]Production[/b]. That's the raw value the colony makes, before it gets split up into Manufacturing, Research and Economy. Unfortunately, there's no easy way to see what bonuses you're getting for Production at the moment. If you have 100% Social Manufacturing (ie, no Research, Economy or Military Manufacturing), and 10 raw manufacturing, the level 6 Hive would make that 13 (that 10 already includes the 4 from the Hive's normal boost)
[quote who="MrDeity" reply="112" id="3542986"] This latest updated messed up the colors on my game. The colors were fine prior to the update, now when you zoom out, almost all of the things in space turned to a dark grey or black color. Very hard to see on the dark background of space. If there is a better place to post this, please let me know. I've tried to search for a bug reporting thread but didn't have any luck. <br
You misunderstand, econundrum1 . I have no problem with getting mods or custom factions working. I have several custom factions of my own, including some as .faction files. They work fine. [b]Angry Army, however, does not show up, even when put in the same folder as my own custom factions[/b]. Have you tried using someone else's .faction file? I'
My mod works, but badly. It adds a duplicate set of specialization techs, made un-specialized. This makes a whole host of problems when trading - if you trade for a specialization tech after you've researched one yourself, you could then research all three extra, and still trade for the third normal one. It was the only way I could get it to work.