HouseCatPsychic

HouseCatPsychic

Joined Member # 6161060
6 Posts 24 Replies 379 Reputation

I doubt this will be included but could you combine multiple traits in a future version? Some are mutually exclusive, but I would like to see really important planetary traits and multiple variables like MOO1 or MOO2. It makes the galaxy feel far more immersive. Like high gravity + fertile + terran, or volcanic + low gravity + rich. Traits have very little influence on planetary performance compared even to the random distribution of tiles. And if racial ab

24 Replies 98,716 Views

To check if I understand correctly: Enormous galaxies tend to blast the GPU but quality or power of the GPU doesn't matter - it's because communication between CPU and GPU flood capacity of the port and everything has to be synchronous because of DirectX 11? And graphical memory contains logical data that is not exclusively related to rendering as an optimization because otherwise memory requirements would go through the roof.

71 Replies 219,540 Views

I actually created a mod to make the capitals buildable - you delete your random capital and rebuild in 1 turn. It should definitely be non-random in vanilla. Randomized maps are just necessary to the genre, but random building location definitely is not.

7 Replies 12,689 Views

Seems interesting and that is some amazingly fast turnaround with autoupgrade option. With the increase in arable land I wonder if the entire mechanic of arables should go in favor of simple agriculture improvements. Wasn't it added to prevent food from being too common? And give planets more individuality, but that can happen more effectively with more special tile diversity and planetary traits. With population growth becoming the main resistance to colonizat

21 Replies 146,771 Views

[quote who="SchismNavigator" reply="4" id="3775245"] Logged this in Jira for one of the designers to take a closer look at. [/quote] Thanks! I noticed lots of posts about this through google so looked to modding instead of a suggestion. On some of those they suggested a "global governor" to be the default settings on new colonies or a way to mass apply. [quote who="Horemvore" reply="5" id="3775255"] Yes order matters....alot. [e digicons]:)[/e] <br

7 Replies 18,804 Views

ImprovementDefs.xml(319,17): error: element 'DoNotAutoUpgrade' is not allowed for content model '(InternalName,DisplayName,ShortDescription,Description?,Icon,BuildIcon?,ListIcon?,ImprovementType,ResourceStatType?,SecondaryType?,PlacementType?,SupportedPlanetTraits*,RelativeWeight?,OnePerPlanet?,IsIndestructible?,IsGalacticWonder?,IsPlayerWonder?,IsColonyUnique?,DoNotAutoUpgrade?,UnderPopulationCapOnly?,DoNotShowNotificationsWhenBuilt?,CapitalOnly?,LandPercentageMin?,Stats*,Trigge

7 Replies 18,804 Views

The autoupgrade feature is bassackwards and impossible to turn off without individually setting it on every colony I noticed this setting in Trade Resource Defs but it does not seem to work with other improvements. Any idea how? ThuliumCatalyst ThuliumCatalyst_Name

7 Replies 18,804 Views
Reply to .... in GalCiv III Modding

I have everything but ship toolbox, retribution, and star control. Put it in Documents\My Games\GC3 Crusade

258 Replies 1,224,665 Views
Reply to .... in GalCiv III Modding

Before main screen I get message about numerous "incompatible faction detected", using generic values +Unknown Ship Style. There are no Star Trek factions in New Game. Same I noticed a few minor things from core are working but most of the mods are not.

258 Replies 1,224,665 Views

The top is better IMO because it's brighter. Water especially. But these are quite different planets so the bottom might be specific to shrouded planets. More planetary character is welcome. Definitely something I care about. Especially if planetary traits can be made prerequisites to events or improvements, or if racial abilities can give bonuses on specific planets a la the way Bulrathi get normalized production in high gravity.

7 Replies 37,252 Views

Better yet make it class 3 to respect population cap of 3 on base colony capital and lower its starting population from 5 to 3. The population drop due to overcrowding is incredibly mismatched with benevolent ideology. Class 1 planets are super annoying to manage too.

4 Replies 14,329 Views

Benevolent traits, brindle's observatory, and the hidden alien base event generate colony ships or planets with 5 population. This is apparently intentional to make them useful, but civilizations that put 5 billion citizens in 3 billion cap planets and kill 2 billion of them do NOT feel appropriately benevolent. You can transfer population with colony ships but it requires incredibly awkward micromanagement and delays the ability to activate the ideology. AFAIK Benevolen

4 Replies 26,138 Views

Suddenly, save or load require many gigabytes of memory - task manager says upwards of 10GB of RAM. The load can take many minutes. No civilizations are even at war yet! Only 13 colonies. 13 total factions. Windows 10, Gigantic galaxy.

2 Replies 6,822 Views

Seth MacFarlane NOPE Running away This admittedly sounds way better than I expected: http://www.denofgeek.com/us/tv/the-orville/267715/the-orville-episode-3-review-about-a-girl

116 Replies 678,241 Views

Large quantities of a resource are virtually useless when antimatter weapons cost 10 less production than regular ones and require a distinct design. They are valuable in early game wonder rush and colony rush but ridiculously redundant later. The Thalans offered me stellar folding and now not even engines justify it.

3 Replies 10,679 Views