Galactic Civilizations III\data\Core\UISizeDefs.xml Small 1.00 1024 768 If you lower the multiplier below 1.00 (even 0.99) you get a weird blue shader box. I can edit the Font Size but I cannot find where you edit the size or location of the shader
AzuranPrime
I'm thinking the best way to solve the sensor issue is to make the weight of each sensor bigger like in Distant Worlds Universe. Anyways, More variation in Planet Traits is easy to mod for, we can copy inspiration from the Sins Plus mod from Sins of a Solar Empire. If I want to mod it I would like a random ability chance of it appearing on planets. The good news is that the data/Schema folder has the .xsd files to find out what exactly you can do in editing the xml files.
1. More variation in Planet Traits Can it be modded: Yes There are about 15-18 Planetary Traits including Breadbasket World and Ghost World. We can take a Sins of a Solar Empire approach and have a large diversity of planetary traits. Example: 1. Industrial Wasteland “A bombarded planet that is occupied by massive sh
Are there plans to bring the mechanic of Leases back? Remember in Gal Civ 2 when you buy a ship or buiding you got the following options: Pay 832 bc Pay 421 + 20 bc for 30 weeks Pay 201 + 15 bc for 55 weeks I personally loved this because you could have built an emergency fleet quite fast.
Will this stream be uploaded to Youtube later?
Hmm maybe nebulas should reduce scanner range significantly. Maybe have them act more like a mountain that can create blind spots. If you are on the left of a nebula it blocks almost all scan ”light” to the right on it. ..
If you think about it do two Hubble telescopes of equal optical power next to each other, or two radios next to each other double their optical /signal range. The same analogy is does two horses pull a cart twice as fast? I think sensors should perhaps have different grades ,with the first unlockable grade having a lot of weight while later versions have reduced mass and increased range. In Distant Worlds Universe it takes a lot of weight to equip a sensor in the beginn
You make a very valid point in that simplicity is the key in this expansive game. Here is a rework: United Planets Poll: "Should technology trading be banned for the first 25 turns after you acquire a technology from another person?" Starbase Modules: Multicultural Museum Convert Sponsored Planets 15% Production to 15% Tourism "A regional center where the majority of races share knowledge
I did this in photoshop, I don't know how to mod the game screens :( Anyone is free to use this as an inspiration.
1. Click Arrows next to Shipyard name so you can go to the next shipyard easily. 2. Minimap on right so you can see the general location of Shipyard. If you click the button the the lower right it sends you back to the location of the shipyard. 3. On the
1 Technology License / Technology DRM Summary: In the Diplomacy screen an option that allows you to sell a technology to another player / AI but prevents them from trading it to another player for 10, 25, 50, or 100 turns. Unlock: The option can be unlocked in the Tech Tree, with the 10 turn option unlocking at Universal Translator, an Age of Exploration era tech unlocking the 25 turn option, an Age of War unlocking the 50 turn opt
Will there be an "Xtra-Small" UI option in the future for folks that are planning to play in 1336 x 768 resolution? This resolution is very common on laptops and the Small UI is quite big, barely any room in the Planets list. It can also be called Mini.