Niedzielan

Niedzielan

Joined Member # 5372733
4 Posts 200 Replies 509 Reputation

It's an XML issue, it has two sets of MaxManufacturing level effects, instead of one being research. You should submit a ticket for it. (No need to submit saves or run the support tool for this one, just describe the issue.)

2 Replies 3,183 Views

[b]Mods[/b] [b]ReEnable Specializations! (AKA, DeSpec-ify)[/b] (Experimental) This made my head hurt. Download: https://www.dropbox.com/s/kgj53azlt3suxxk/Ave%27s%20DeSpecify.7z?dl=1 Should work for 1.00. It might work with future versions, as long as techs don't change. Note: The 3rd spec isn't listed in the Tech Tree, but it is in the nor

55 Replies 155,322 Views

There's a bug with the Altarian Inherent Magic tech that gives them 1000% evasion and accuracy instead of 10%. This is fixed in Beta 6.

7 Replies 3,766 Views

[quote who="bkeniry" reply="2" id="3540018"] Yes, I've had a look at the modifiertypes schema and it does mention valuetypes. It sets the default valuetype to integer, but I cant find anywhere where other valuetypes are defined. There doesn't seem to be a valuetypes schema. [/quote] It's in ModifierEffectTypes.xsd A handy tip for finding things is: in the Windows search type content:"what you want to find" <p

4 Replies 20,439 Views

It's a error in the description. The way it worked in GalCiv 2 was that ships were built on planets. In GalCiv3, the Hyperion buildings are faction-wide benefits. All ships built and designed can make use of the bonus. The extra capacity is automatically added to the capacity in the designer. Blueprint ships (automatically upgrading ones) will automatically make use of the new space, but you'll have to redesign custom ships to do so.

6 Replies 17,849 Views

Well, if we could choose whether to influence planets or not, then sure. But if they start a war by colonising a planet in the middle of your empire, then it's hardly your fault, is it? I agree with drakkos. Influence is exactly what it says on the tin - that planet finds you more influential than their native side. Them flipping is a decision by the colonists of that planet, not your actions - though perhaps pushing influence might play a part in it. If I had some colonists who w

12 Replies 19,109 Views

If you have a lot of custom factions, you don't want them all the be the same few map colours. So I went through and created a mod that added in some (well, quite a lot) more map colours - all using existing colour definitions, just making them selectable in custom faction creation, The trouble is, the dropdown box has a limited length. For such a moddable game, it should be prepared for users to add in many more options. As it stands, I can't select some of the colours.<

0 Replies 1,929 Views

There's a bug where AI know exactly where planets are. I've recently reported this, so it should get fixed before release. Part of the problem is that as soon as a planet is in range, they send a colony ship at it. Though it doesn't solve the problem, after the fix they'll at least have to have explored the area.

3 Replies 4,002 Views

Yes, I've already looked at that. It doesn't work. The only thing I can think of to make it have an AOE is to give it StarbaseRange, but that didn't seem to affect anything. I don't want to give it CanConstruct, which gives it the outline of that range, because I don't want people to construct from them. In any case, even giving them that doesn't work. Regardless, the main question of "What the hell is going on with Scope and TargetType" remains unanswered. Why

6 Replies 8,813 Views

[quote who="Publius of NV" reply="1" id="3539442"] On #2, what race were you playing as? When playing as Altarian or a custom race using Altarian ship designs, I've seen the same thing. I mentioned it in another thread, and Derek thought it might be related to the race. [/quote] Don't quote me on this, but I'm fairly sure I've experienced this with Yor ship designs, and one other (not Altarian, but I can't remember which one it was). &

6 Replies 23,420 Views

Terraforming buildings have a tag called Biospheres have 0% (non-unique, but XML is bugged to make it unique OR unique with wrong text) Biosphere Manipulators have 35% (non-unique, but XML is bugged to make it unique OR unique with wrong text) Planetary Soil Upgrade has 30% Soil Engineering has 30% Terraforming Plant has 25% Habitat Improvement has 20% Resequencing Station has 15% Ultra-Terraformers have 30% (non-unique)

14 Replies 6,263 Views

From the forums/discussions, I've had two modding ideas. The trouble is, I can't tell how to get either of them to work properly. 1. Research module on ships. Initially I had the idea that ships could have ranged-based research bonuses - not unlike Starbases. They could provide small flat or % bonuses to nearby colonies, or even having to be stationed at one to affect it. This allows people to give a head-start to colonies - put them in a fleet with a co

6 Replies 8,813 Views

I agree with you on the Star System thing. If you just want a custom faction mod to use it, and nobody else, you can just use a different label (or maybe none at all), and set the mod faction to use that Star System. To add a Star System to the in-game faction editor, you need to either completely replace StarSystemDefs, which, as you say, can cause issues with updates, or you could replace GlobalDefs to point to the new label, which would be even worse with updates.

3 Replies 6,577 Views

[quote who="Seilore" reply="2" id="3539326"] Quoting Publius of NV, reply 1 I saw the same thing and assumed it was just patch 3 going from opt-in to everybody gets it. still listed as opt-in though hmmmm.... [/quote] Steam doesn't take you out of opt-in status

6 Replies 3,862 Views

[quote who="aerez4546" reply="38" id="3539143"] But then your scientists figure out how to make components for your missile weapons smaller. You think great, now lets apply those same principles to make our beam weapons smaller also. Oh wait we can't do that, that tech bubble collapsed. But if we figured out how to make components smaller for one weapon system, why can't we apply the same lessons learned to a different weapon system? [/quote] No, i

58 Replies 256,052 Views

[quote who="Ex Mudder" reply="3" id="3538772"] Quoting Niedzielan, reply 1 Are you using a custom faction made before 5.3 or 5.2? If so, it'll have 3000 credits default, and Wealthy adds 2500, giving 5500. Even Copying the custom faction doesn't fix this, you have to make a completely new one.<br

8 Replies 7,280 Views

[quote who="Franco fx" reply="10" id="3538738"] I didn't see the dev stream. Did they say that if I choose beam specialization I can no longer use kinetic weapons or missiles? That would be a deal breaker for me and it truly saddens me. I hope no one tells our military planners about this. It is one thing to block a tech like solar sails vs Ion drive, but to block an entire weapons tech is beyond stupid. I'll be waiting around for a mod and still unhappy that the bases

58 Replies 256,052 Views

Edge scrolling will be in. (Some of) The Devs usually use the dragging method so they didn't notice, but in the Dev Stream it was raised as a question and they tried it, so they should be fixing that within the next couple of updates. The free research racial trait does give a lot of research points. Enough that you're half way through the first Age by the time you've finished spending them. It has to be powerful to be worthwhile - if it were just a single t

3 Replies 12,864 Views

[quote quoting="post"] 1) Wealthy starts with 5500 credits, WAD? [/quote] Are you using a custom faction made before 5.3 or 5.2? If so, it'll have 3000 credits default, and Wealthy adds 2500, giving 5500. Even Copying the custom faction doesn't fix this, you have to make a completely new one.

8 Replies 7,280 Views

[quote who="Larsenex" reply="4" id="3538691"] Avatar, what are you using to make screenshots and edit them>? I find your pics very helpful and would like to post issues as I find them with pics as well. [/quote] Since it's a Steam game you could just use the built in Screenshot button (F12 default, I think), and then link to the picture on steam, or find the picture on disk and upload it to a different site. Pain

24 Replies 19,573 Views

[quote who="BuckGodot" reply="6" id="3538702"] Am I correct in saying that the .faction file is one of the few files that is NOT editable outside of the game? The only place I've found it is in the Documents\My Games\GalCiv3\Factions folder. And the files created there are binary files, it appears. So even if I wanted to monkey about with them, it doesn't look like I could. [/quote] I'm not a binary expert

8 Replies 7,230 Views

What it seems like is happening is that when you create a faction, it basically copies the Default faction in FactionDefs. This includes not only credits, but starting ships, etc. When the game updates, the .faction file still contains the old stats from the previous version. Copying the custom faction copies that, rather than applying the same changes to a new Default faction. A small change like credits just makes it an annoyance, but a larger change like removing the starting colon

8 Replies 7,230 Views