[quote who="econundrum1" reply="13" id="3542891"] what version of the game do you have guys? [/quote] 0.90 Have you tried to load a faction made by someone else? This issue has existed ever since Custom Factions was added in Beta 5.
Niedzielan
Not sure what you mean with Hive, it seems to be working fine for me. It gives +1 to everything placed next to it. When manufacturing buildings are placed next to it, they give +1 to it, which increases production by 5% It's fun having a Hive and a Gaia Vortex next to each other, surrounded by manufacturing things. +8 production AND >+100%? Sign me up.
And you can choose which tiles to terraform, instead of it arbitrarily picking for you.
-1 morale points would be even worse... -100 morale... nah But you could make it -0.1, or even -0.02 (or something like that). It should be a logarithmic function or something - maybe the first planet you make causes some disrest for the Earth Independence Party, but when you have 100, an extra one or two should barely make a difference.
It didn't work for me either. I've also heard reports from other people who've shared .FACTION files with their friends, which don't show in their games.
1) It's half-supported already. You can include things, but you can only use them in mods that specifically use them, instead of, say, being able to choose them in-game custom creation screen. There's one very good reason for this - if they were available, and you made a custom faction using it, and then removed the mod, it'd break that faction. My mod that adds custom map colours does the same thing - If I try using a custom colour with the mod disabled, it crashes when I try and
You [i]can[/i] edit a .FACTION file, though it's not easy. Open it with WinRAR (7zip doesn't work) and extract Save.tmp. Open that with a hex-editor and edit what you want. If you can figure out what each thing is. Good luck with that. So far the best way I've found is just to recreate the custom faction as an XML mod. It gives you a bit more control, too, if you want to have custom star systems and planets.
[quote who="Icrushthee" reply="11" id="3542750"] Any news regarding the ridiculous influence 1 turn win by the Iridium? edit: erm, ya what the guy just said before me [e digicons]:P[/e] [/quote] I do have to apologise for slightly confusing you (and a few other people) - the first save redviper37 shared, it was the Iridium that controlled the planet. The issue that concerned influence, however, had to do with successful invasions - the faction
You can click and drag. They know about edge-scrolling not working, so it should get a fix by release.
[quote who="jmccrea" reply="1014" id="3542591"] So basically you guys will at some point be able to put these up on steam for everyone to use along with other mods? Is that how its going to work for GC 3? If so, cant wait...wait...will we have to then pay for them like Ive heard people now have to do for Skyrim? NOt that im against that, nor do i want to debate it here, just curious if anyone knows. [/quote] You might have to wait for a short
The issue, I believe, is the same one that arises with StarSystems: [b]The game uses a specific InternalName for some things, and you can't append to that in a mod without replacing the whole file[/b] For example: I want to have a new StarSystem selectable when creating a custom race. The only way to do this is either to have it under the InternalName 'FactionStart', (or change what label GalCiv3GlobalDefs points to, which would require replacing that file instead.). If we
I'd reccommend submitting a ticket: https://esupport.stardock.com/index.php?/default_import/Knowledgebase/Article/View/496/161/general-galactic-civilizations-iii-troubleshooting
A fix that worked for me: Rename or move your Documents\My Games\GalCiv3 folder Start the game, letting it generate a new GalCiv3 folder. Copy your first GalCiv3 folder back, choosing not to overwrite files. What might work instead, is going into Properties on that folder, and making sure Read-only is unchecked If that doesn't fix it - the Invasion screen still works, you just can't see the buttons. Just click on th
I just watched a class-25 (Serene, not even extreme!) planet being developed by an AI. I'm no min/maxer, but I could do better than this by far. The first thing it made was a Ship Yard. 30 turns later... The planet had a manufacturing tile - the AI placed a factory there. So far so good. Then it put a factory on the other side of the planet, adjacent to the colony capital. First mistake - you'd get two tile bonuses overall by putting the second fact
[quote quoting="post"] I do not like the long interval between trades. It has taken a lot of fun out of the game for me. For one thing, more often than not, when the time elapses, the AI will contact me with some dumb trade request when I am right in the middle of something more important, and that resets the time so I can't contact them for another 20 turns. The restrictions, (if there must be restrictions [e digicons]:([/e] ), should be half as long, and the AI contacting me
Yes, the AI still cheat. I have re-opened my ticket from 0.83.
[quote who="Illauna" reply="23" id="3542435"] Jorgen up your difficulty and add more AI's. By turn 30 in my games the AI usually has as many colonies if not more then what you have in this screenshot. In most of my games the colonization phase is pretty much over between 30-50 and the AIs are usually pretty large. [/quote] As of Beta 6 Opt-In, AI still cheat and know where all the planets are.
You can find examples in Steam\SteamApps\common\Galactic Civilizations III\Gfx\Factions You can also download other people's creations and take a look at what they've done: https://forums.galciv3.com/463906/page/1/ You can put pictures,etc. in Documents\My Games\GalCiv3\Factions The animation is bik2, which unfortunately isn't free. The game started off using bik1 which is free (and used
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, [b]not[/b] overwriting.
I do agree that Starbases should have slightly better range. Limiting sensors, however, would just feel wrong. Lets put it this way - you could instead just fill the ship with engines, and move it to cover the same area (but increasing micro-management). Or use that ship to visit every race nearby early game. Or stack Life Support on a ship and send envoys to visit every race early to get an edge up in diplomacy and trading. Why not also limit engines and life supp
I've just released an experimental mod to re-enable specializations. Check it out if you want to. https://forums.galciv3.com/463831/page/1
I've just released an experimental mod to re-enable specializations. Check it out if you want to. https://forums.galciv3.com/463831/page/1
Updated! Experimental mod for re-enabling specializations!
[quote who="Icrushthee" reply="6" id="3542030"] You guys think this is Iridium specific? Happened to me too with those guys. [/quote] No, it happens with all races on all planets, regardless of ideology and buildings. It is an issue with invasions. The devs put something in aimed to stop planets flipping back after invading, and it worked too well.
[quote who="Dumhed" reply="24" id="3542075"] I'm holding off on modding this thing because I wonder if the devs will make any edits to the system before release. Doing a full mod on tech trees is... tedious. [/quote] I'm trying to come up with some regex commands to easily mod it, but... some of it's currently faster to do manually