TheFunMachine

TheFunMachine

Joined Member # 5407987
17 Posts 249 Replies 959 Reputation

It's actually really not hard. I did my own and will be doing another custom ship-set in the future. I had zero experience modding when I did this. I can understand that opening up an xml file for the first time can seem intimidating, but really the biggest challenge to creating and modding a ship set in is how tedious it gets. I have advocated for something along the lines of your request, but I would much rather dev time and resources go into things like creating

8 Replies 10,848 Views

This was a really informative read on a subject that is not widely understood in the broader gaming community. As I understand it, creating a new engine from the ground up for GalCiv 3 has been a major investment -- hopefully it is one that can benefit games outside of GalCiv 3. With so many 4x games being built, perhaps having Stardock develop a custom 4x engine could be a boon for smaller developers?

15 Replies 133,455 Views

I'm not observing the same profile in terms of memory usage you are via task manager, but the other details seem consistent. Cargo designs from my faction will crash the game to desktop whether I wish to add/subtract engines, etc, or draw from the template and add things from scratch. It's inconsistent with medium designs. I can draw from the template and create a new design from scratch, but modifying the premade designs will crash to desktop. </p

9 Replies 9,958 Views

It gets weirder. I ran the game as Admin and modified the file permissions. I first tried a save file from a game that was being played when 1.5 was still opt-in. No problems at all with the designer. Then I tried going back a game I began when the latest version was official and also a new game. The ship designer crashes without fail when I go to modify cargo vessels, and sometimes medium ship. This time, due to I think, running the game as

9 Replies 9,958 Views

It reads 1.5 in the menu, but it should be 1.51. I still have beta opt-in listed, though. also, upon further investigation, it seems that this issue began when I researched medium hulls. I noticed that a design I fiddled with for engines disappeared, and the game crashes to desktop when I try and modify medium ships.

9 Replies 9,958 Views

[quote who="Alstein" reply="44" id="3607184"] I don't like the wheel- it forces unfun micromanagement. Rest of the changes are positive, but that's a huge negative for me. I suspect if you reverted things, you'd find folks saying the same thing- that a lack of wheel would make them stop playing. So I understand you can't win either way. [/quote] The question for me is whethe

48 Replies 195,599 Views

I'm not too far into a game on the 1.5 opt in. One thing I would put down to consider so far is the diplomatic penalty incured when demanding that an AI move its ships out of your territory. I feel that it should not incur a penalty when there is no open border treaty active, but that an AI can still refuse to budge if it thinks the player is only capable of flogging it with warm lettuce.

48 Replies 195,599 Views

[quote who="Gauntlet03" reply="37" id="3601088"] Hey if you think a video might help... I have a tutorial online. https://www.youtube.com/watch?v=JyuzaYS0ewY [/quote] Hey Gauntlet, I used your tutorial to help me understand a few concepts as I modded in my own shipset for a custom faction. Works nicely now, and thank you for putting that together. Right now, the only thing I'm not clear on is descriptions, as it soun

63 Replies 371,852 Views

[quote who="Syntax_VI" reply="1" id="3600946"] Check the debug file, it should point you to what was failing to load up. You can open it in notepad. [/quote] Thank you for the reply. For anyone interested in this info, the issue was the first one I hypothesized above. Even a simple change to the ship text, even leaving alone the unique code supplied to every custom designed ship, will break your efforts to mod a custom set. &nbsp

2 Replies 19,187 Views

Hi, I have followed a few tutorials and set up a custom faction with a custom ship set. However, this crashes the game in the galaxy building screen. I've been quite thorough with the xml files, so I can post up the text if need be. The only two things I can think of are: 1. Two of my templates I renamed in the design folder. Didn't touch the unique code that is affixed to custom ships, but removed underscores betwee

2 Replies 19,187 Views

OK, I'm going to answer the question here to my knowledge so far. The Dread Lords in my game have not increased their tech level, at least to any discernible degree in my game. I got to the point where I built up fleets of huge ships and smashed the Dread Lord ships plaguing the map, then swept down to their colony. They possessed four planets, three devoted to production, and one (the smallest) had some research buildings. This is

1 Replies 12,083 Views

As the title says. I had them spawn early into game on a gigantic map with five other races. I'm in the North, and I have an emergent Yor empire to the East currently. South and South-West I have the Terran and Alterian respectively. Both their fleets and infrastructure were wrecked and I thought I could get away with building and teching up my military so that I could fend them off and also capitalise on the situation. That was until fleets of large Dread Lord ship

1 Replies 12,083 Views

[quote who="DeimosEvotec" reply="1" id="3599627"] The 1.4 Update reseted all settings, so maybe check your options menu. [/quote] Just checked: no joy! I honestly have no idea, and a google search has offered no insight.

2 Replies 3,819 Views

Hello, So, I am sorting out some templates so that I can properly mod ships into my faction (tired of starting with Drengin colony ships and scouts) and I found today that they are not appearing. Not sure what I have done wrong or if it is just a quirk of the game. The only thing I have done differently in this instance is use underscores between nouns so that it is easier to locate when I play with the xml files. Any help? &nb

2 Replies 3,819 Views