pendrokar

pendrokar

Joined Member # 5696167
21 Posts 117 Replies 948 Reputation

Adds a race long time gone called the Orionites. Their abandoned homeworld of Orion has a planetary quality is out of this world. However, it is guarded by a Huge class vessel called 'The Guardian'. The civilization that acquires the planet gains a few Ascension tier technologies. Available o

0 Replies 7,325 Views

Currently the only way to create maps is either to use the built in generator while changing XML settings or by manually doing it with the Map Editor. The maps are saved as GC3Map file along with a thumbnail image file: A GC3Map file is binary . 90+% of the content always changes on save even if you only change the map name. (compressed?) 7Zip recognizes

0 Replies 7,022 Views

You can still do this? That is just great. I had reported this way back in Jan 2017 through support. It was about upgrading your ships with a colony module and being able to colonize with 0 pop. Both would be fixed if zero would deny colonization. Normally minimal population limit denies this. But I found an exploit in that upgrading a ship to a colony ship still allows it to colonize planets even though it has 0 population on board. Also such a

7 Replies 18,862 Views

Sad to hear that this is still an issue. I sent a bug report about this in March 2016, ticket #TEZ-932-31274. [edit] Then again don't get your hopes up as in January I got the following response on another Modding related (crash) issue: Hello, We don't support mods here in support. You can choose mods still but we don't actually support them. We point everyone to the forums to obtain community help for modding. Brad Ather Cus

5 Replies 10,930 Views

Scenario creation is not documented very well. Hard to debug as well. Though through hacks I have been able create scenarios. There is the Game.bin for each scenario which is created with CampaignCompiler.bat within Tools. It does NOT create Game.bin file for Mod Campaigns. That is what CampaignCompilerMod.bat is 'supposedly' there for, though GalCiv3 never seems to run it on its own. @Stardock, CampaignCompilerMod.bat has a typo for a variable (docsdir vs DO

0 Replies 8,155 Views

Strangely, the Stardock Launcher can be skipped using the same method as with Fallout 4's launcher. See: http://steamcommunity.com/sharedfiles/filedetails/?id=567149803 Updated the launch options on Wikia: https://galciv3.gamepedia.com/Launch_options

9 Replies 24,887 Views

Whups, then I mixed up ship designs with blueprints. AI will use player created designs. But it will not use obsolete or newer components for those designs. So yeah, we can't make blueprints while ingame. Currently the only way to create new Blueprints is to add new ones through XML files and enable them as mods.

4 Replies 31,535 Views

Ship Designer being available from the main menu was planned from the near start by Stardock. As you can see the option between Load Game and Options in this Beta 1 Dev stream: [video]https://www.youtube.com/watch?v=Fnb6hfWdfQw[/video] The option along with other main menu options were removed in April 2015. So it was never available to the Beta community as far as I am aware of.

4 Replies 31,535 Views

First the obvious. Are Mods enabled? GalCiv3/Prefs.ini file has "EnableMods= ". Everything within Mods gets included. You can see that in GalCiv3/debug.err file, where it shows it can't find files matching *.gc3wsdata within the Mods folder. I don't want to mess around with the orginal files OK, but do you want to override or make new races based upon them? If it is the latter, you have to have a different filename an

2 Replies 26,691 Views

This means that you will SUBMIT to the will of the Ur-Quan! [video]https://youtu.be/vTBKr64luHg[/video] I did not only get a custom video as a background movie. I also used an transparent 2x2 Bink video as a foreground with audio added. I will make new commit to my mod's Git repository so that others can look at it: https://github.com/StarControlGalCiv/GalCiv3StarControl <a href="h

2 Replies 13,822 Views

The first time I tried replacing a Bink 2(.bk2) video with a Bink 1 video(.bik), the video played, started to glitch and then GalCiv 3 crashed. It might have been due to an incorrect resolution. I can't remember. Just to see if anythings changed or I was doing it wrong. I just tried replacing the Galaxy Spinning video by converting the .bk2 to .bik using the official RAD Game Tools. Then I renamed it to .bk2 as GalCiv 3 will skip files ending with .bik. It worked. No crashes in ei

2 Replies 13,822 Views

For GalCiv 3 Steam version, the Stardock Launcher is the first thing that appears when launching the game. It is annoying during mod development. Anyone found a launch option( wikia ) that skips it?

9 Replies 24,887 Views

Yeah, I've felt that it is too easy to invade too. I was too late to spot an invasion fleet so I quickly Increased the resistance and planetary defense of my planet. But even with 8 billion population, 75% of which were willing to fight(Resistance%) and some 15% in planetary defence it was not enough to stop 2.5 in Conventional Warfare, who didn't even have high Soldiering. @Horemvore I guess you mean the DefaultShipPopulation tag. I just tried upping that to 100

10 Replies 16,249 Views

On February 2016 I sent Stardock a ticket about being able to set that a faction isn't part of United Planets. Stardock staff can look at ticket: #OKN-974-70473 Had mentioned this to Derek Paxton even earlier on May 2015. Seems that is how seriously Stardock takes the modding community. https://youtu.be/zee3KC6kIxg?t=5732 So how to find a workaround for this? Factions that defy a single resolution leave Unit

0 Replies 6,454 Views

You can check DeviantArt artists for their interpretation on how the Ur-Quan Kzer-Za look like: http://www.deviantart.com/browse/all/?section=&global=1&q=ur-quan&offset=3

9 Replies 56,440 Views

Regarding number 3, that is simply not going to happen, defeats the purpose of having the 'first colony' cinematic and is the basis of the original civilization. You can however mod this by using the 'DiscoverNearbyPlanetOfClass' action, which will colonize a nearby dead planet. Thought it has to be an Ability, as GlobalDefs ignores it. Here is an example, which adds 3 Class 8 planets to the faction that uses this ability: <a href="https://gist.github.com/Pendroka

19 Replies 82,989 Views

What I am trying to achieve with this is that certain races are only able to colonize certain planets. A planet doesn't have to have the IsExtreme parameter as prerequisites for colonizing is a different parameter. In the GalCiv3MapDefs.xml file there is the 'PlanetTraitLikelihood' parameter, which is currently set to .75(% I guess). Thought that changing this to 1 would do the trick. Nope. Even 100 and 10000 changes nothing or little. However setting it to 0 does ind

1 Replies 8,937 Views