Hey Gauntlet, Thank you for the reply. Seems the problem goes a bit further on my end. I am at a bit of a loss as to what is causing it.
TheFunMachine
Hey Nimrod13, The following link will tell you how to get in touch with the devs via creating a support ticket. I just sent one off. https://esupport.stardock.com/index.php?/default_import/Knowledgebase/Article/View/496/161/general-galactic-civilizations-iii-troubleshooting
Hey Gauntlet, Could you specify with screenshots please? EDIT* I also don't have my starting ships show up: Sending off a ticket as we type.
You're not alone. Booted up game to find I had the exact same problem.
Yes, this is the excuse I need to revisit my current custom faction.
These are great, and I think you'll find plenty of interest from people who would like to use them for custom factions!
I disagree that the AI govs are outright 'bad'. I feel that they're pretty good at building out planets, all things considered. When they were overhauled, it marked a huge improvement over what they were when the game had launched. There certainly are caveats to what I have stated, and there is definitely lots of room for improvement, particularly regarding how the AI utilizes unique, or culture buildings as well as building placement.
Congratulations on making it through the first year with Gal Civ 3 -- It has been It has been a regular thing for me to be playing Gal Civ 3, and I am very happy with how it has evolved since its launch. Very much looking forward to the next big expansion!
Great looking patch! Was the precursor colony events bug also addressed per chance?
Hi Paul, I haven't played since the first opt-in, but have been keeping an eye on the progress. Great stuff! Really happy with how the update is shaping up. These are all really essential improvements. I was wondering if you could maybe shed some light on any other improvements to AI behavior with the update? Also if you had any current thoughts on improving/adding tools for macro-management? When I say this,
Do you realise that 1.7 is currently a *beta*?
Hmm, I'd have thought that the when you play with a faction that has a custom shipstyle, the base shipset would appear in the designer. That's how you can tell with my own custom set, which I used the Drengin for a base.
[quote who="Seilore" reply="3" id="3627859"] * Insane map optimizations! There are some but it still slows down quite considerably starting from mid game and clicking starbases, planets starts to get huge response delays. Dont know whats causing it but i think the way the engine distributes threads(my hunch). Its realy annoying. Eventually the game spins down- turns take like 5 min and the game crashes to desktop. Even if you have free ram to
[quote who="Avatar137" reply="5" id="3627816"] So you just went in and changed the tag like quoted here? "In the ShipClassDefs.xml for the constructors the tag is now replace by a tag." So you just changed your custom ship's tag to be ? That does sound simple. I already use Notepad ++ for Lua
No worries! Definitely full credit to Thecw for spotting the discrepancy. Hopefully it speeds up the fix. As for further help, not sure I can offer any more other than expanding on the original solution. My custom faction has a custom shipstyle, which was crashing the game after the update. What I had to do was open up the shipclassdef.xml file that I created for my faction, and change the tag for the basic constructor, which wa
Hey Larsenex, Try this, it solved the problem for me: [quote who="Thecw" reply="2" id="3627763"] The things i had to change to get my own ship classes to work: In the ShipClassDefs.xml for the constructors the tag is now replace by a tag. The ShipBlueprintDefs.xml has added a tag. Constructor blueprints have moved from Static
I can confirm the above solution worked for me. Great spot!
Hey Gauntlet, I'm not actually using your mod, but I am having the same issue -- so you're definitely not alone in trying to figure it out. I'll let you know if I find anything!
Yeah, I am having the same problem. The game CTD when I try to start the match. I'll arrange a ticket. EDIT: Now, the only thing I can think of at the top of my head is that the new starbase management system is not jiving with the custom ship-set I have. Edit 2: After looking through the design folder, I can see that there are, for the other base factions, two types of constr
Thanks for the update -- Really looking forward to playing around with 1.7!
In my experience, any of the warring races are free game for the peacekeepers.
So... I am having fun modding my own ship styles and all, but I have hit a slight problem... My custom shipyard is a little bit skewy, so it my ships are clipping into the model a bit. Does anyone have some tips for orienting the shipyard in the designer so that it's in a more *correct* position?
I will note down here for anyone with nVidia cards -- having shadowplay activated will cause CTD on startup.
I would like to see planetary and space station sensor ranges boosted, particularly for sensor stations. Then add in a disincentive or outright restriction on sensor stacking. Disclaimer: I make significant use of sensor boats in order to observe/control my borders.
The point you bring up about associating a ship-set with a race via steam workshop is, in my view, the biggest turn off for modders as it really limits the community.