A custom race that has been created within the ingame faction creator? Not yet. Currently it is generated as a binary file. Which makes it highly non-modifiable. Unless you are a HEX editor master... I guess.
pendrokar
Voting Has Ended We will announce the winner shortly Thank you for your participation! Wait... what? Has it really ended or just temporarily stopped? I never received an email that said "voting for the Faction Design Contest has started". Which I believe I did for the ship design contest.
Time until the next UP meeting can be seen under Diplomacy -> UP Details
[quote who="hedetet" reply="3" id="3543753"] What other IPs will Brad purchase just to legally make these custom factions I wonder? [/quote] ([Edit] Oh you knew my mistake)Attention interloper, Ur-Quan comes from Star Control, which Stardock owns the IP for. Frogboy said there isn't going to be a Star Control DLC for GalCiv 3, so I'm making a Total Conversion mod, since the Star Control 2 story makes for a
Have you removed the following faction movie tags: FactionMoviesFGDef FactionMoviesBGDef If found, they take priority over images. You can debug a crash. there is a debug.err file in the GalCiv folder of your documents. Sometimes there won't be an error just the last thing GalCiv was doing before the crash occurs. In prefs.ini file there are variables for showing more debug information, but I don't know what it accepts beside "Default".
By the way, I believe the following rule has changed, which Stardock can do since it is written in the rules: Community Voting: The Community (defined here as visitors to www.galciv3.com) will vote on the 8 finalists as selected by the judges in each event... In the last podcast, the host said that 3 will picked from these 8(can't find the timeframe), which noone of other staff objected to. I guess means there will be another Community Vote session like it w
[quote who="Bamdorf" reply="47" id="3543589"] When I dumped this download into my Mods file, the race showed up very nicely and the game started ok. However, they did not have any ships near their captial...no survey, no no search, no colony. Did I screw up (usually the case!).[/quote] Not really. As I previously mentioned, since the winner of the contest gets to have his race as a minor race, then I set it up as a minor race, while really setting it as a major ra
Favixi Fixed for Beta 6, v0.95 and now are in their own folder . http://www.mediafire.com/download/1u7yq464pjbmx6m/Favixi_NoTechTree.zip It nolonger uses a unique tech tree, that tech tree didn't even use the Base Tech Tree. Don't mistake Base Tech Tree with Generic. Base allows to build base components and starbase modules. Previously I replaced that to remove colo
Favixi: in the zip, and in the 00000130.zip move the contents into a folder called "Favixi" in your Mods Folder. (you have to make the folder). <p
Indeed individuals, in such alliances, in Hunger Games and Battle Royale somehow did not create contingency plans for when only one alliance remains. Perhaps they still hoped the rules could still change. "why help the Kohr-Ah in their genocide if they're ultimately going to destroy you for your efforts anyway? Might as well go down fighting them rather than someone else." Answer: In both World Wars, superior officers would shoot troops refusing
It was a bad idea by Stardock to have the ingame race editor generate a 2 KB binary file instead of modifiable XML file.
There is only one offer that the Kohr-Ah make, which is: Captain: Is there anything we can do to make you stop the killing? Kohr-Ah: If you eliminate all non-Ur-Quan sentient races, including yourselves then we will stop. We have made this offer before. No one accepts. So we cleanse. It is strange that no one has accepted this. I would understand if they were asking for the race to commit suicide, which they still are...
Related, but is a bug(since beta 5 at least): When speaking to any minor race, a major race's leader name shows up on top, not the minor race's leader name.
Interesting. ShipMaintenance is declared in the XML Schema files though: StatTypes.xsd [code="xml"]... ...[/code] StatTypeDisplayDefs.xml [code="xml"]... ShipMaintenance STATNAME_ShipMaintenance ...[/code] Perhaps it needs to be applied to "
The InternalName problem occurs in multiple instances. Like text races say in FlavorText.xml, where the InternalName tag has to be used to make conditional discussions, but since they can't be duplicated, then you have to override all of it.
"I have a feeling the bink 2 decoder will decode bink 1 files and the bink 1 encoder is out there for people to use." Bink 1 endoding is freely available from RAD Tools. But. If you specify a .bik (Bink 1) file, GalCiv 3 ignores it. If you rename a .bik file to .bk2, GalCiv 3 will load it, wrongly and even crash. This is all I got when e-mailing RAD Tools: "I’m sorry, but unlike Bink 1, we do not make the Bink 2 compressor available for non-commerc
GalCiv 3 throws an error when there is a duplicate InternalName in an XML file like FlavorText_Custom.xml Any other InternalName is useless, because then the game does not use them. The only way around this is to override/replace the whole "FlavorText.xml".
Because that is what differentiates a minor race from a major race. Some have lore explanation. For example my minor race that I will be submitting to the faction contest will have a religious reason for not leaving their home planet.
Here you can find references to Star Control: http://wiki.uqm.stack.nl/References_to_Star_Control_in_other_works Here you can find what influenced the developers of Star Control and what they referenced in Star Control: http://wiki.uqm.stack.nl/Influences_and_references
Depends in the method you created a custom race. In case of ingame editor, right now you have to move those custom images/backgrounds/logos to the game's folder. In case of creating the custom faction through the method display in the following thread: https://forums.galciv3.com/461766/page/1/ You can archive and share
Also, Stardock creates binary files for custom factions created from within the game, not XML.
Since Stardock owns the Intellectual Property for Star Control, I want to make sure that Stardock wouldn't mind a mod based on Star Control in Galactic Civilizations 3. Such issues have arisen in other game companies before, where their IP is used in another one of their games, but still sent a cease and desist letter to mod creators. I have already started something. https://github.com/Pendrokar/GalCiv3S
Cool, Stardock made a short video response even on a currently very low priority issue. Thanks Ray and Paul. That response was sufficient. [video]https://www.youtube.com/watch?v=XHXfiSE_Rug#t=185[/video] Timestamp = 3:05 (Added to video tag, but the embed ignores it)
Galactic Civilizations 2 used Bink 1 ".bik" videos, while GalCiv 3 uses Bink 2. Bink 2 does not have publicly available tools with which to encode ".bk2" videos. I tried to have the XML point to a ".bik" file, but then it gets ignored. I also tried renaming a ".bik" file to ".bk2", but GalCiv 3 still thinks it is a Bink 2 video, which does not end well. One solution would be to still support Bink 1 videos as I noticed that ".ogg" music files are also supported by GalCiv 3 if the pa
[quote who="admiralWillyWilber" reply="12" id="3506005"] Does anyone know is star control like galactic civilizations please list the differences and the similarities. [/quote] There are three Star Control games. I guess the closest to Galactic Civilizations would be Star Control 3, since that had colony management. Or Star Control 1, which didn't have a adventure mode. Story wise, there two specific similarities, the planetary shield idea and in GalCiv 2: Dark Avatar, Dren