Stardock Support ticket: #IEO-189-77267
pendrokar
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
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
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
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
If you make it as a scenario, then use the following in CampaignDefs: [code="xml"] true [/code]
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
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
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.
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.
In case Gerry Martin sees this, there is a typo: Hegemonic universe for Star Control (released back in 1996). Hegemonic universe for Star Control 3 (released back in 1996).
[quote who="mormegil" reply="50" id="3654370"] This is pretty amazing. [/quote] You know what would be more amazing? Paul Boyer keeping his promise and releasing GalCiv 3 editor tools. @treborblue, please add Sublime Text alongside Notepad++ for opening tech with editor, all you need to do is add: : : Keep up the good work.
You can check what uses what stats using ' liststat ' cheat on a selected entity.
What? Administrators? But I was just starting to love my Starbase Manager 3! /sarcasm http://steamcommunity.com/sharedfiles/filedetails/?id=841991203
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
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
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
Is there a launch option(command line argument) for skipping the Stardock Launcher?
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?
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
This was actually working correctly. I just didn't have any Extreme Planets defined.
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
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
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
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