00zim00

00zim00

Joined Member # 6203276
69 Posts 400 Replies 799 Reputation

Just two questions for now if anyone can point me in the right direction, its kinda difficult to search for specifics on the forums. Im also not sure if it needs to be modded in and can be done in the map editor. -Is it possible to change a planet model to that of an asteroid? Im happy for it to look like a planet when you go into the management screen. I just want to make a race who starts with a few low PQ asteroids and no planets at the start. -In the editor it seems

6 Replies 33,176 Views

The relationship/diplomatic modifier for races that list 'We Love War!' such as the Kyrnn and some other factions when your at war with another race is currently giving you a -3 modifier instead of a positive value. Unless its meant to be sarcastic and they really hate war... but im pretty sure it use to give a positive modifier so maybe it is a bug.

3 Replies 7,571 Views

In the last dev stream Paul showed us the new icon they added next to races that shows up if your able to trade with with them. However when hovering over where the icon was once your unable to trade all it would say was 'You cant trade at this time'. Just curious, as I expect its not the case since Paul didn't mention it and my question wasn't able to be answered before the end of the stream.. Can we get a new icon that says 'X Turns until you can trade' As

2 Replies 4,132 Views

One thing I like to do, which alot of people tend to overlook because its such an early tech. Is forgot the first manufacturing/research upgrade for awhile. Or at least if you get it dont upgrade many of your planets with the upgrades until later. All those buildings while they do add better planet bonuses, also double the upkeep of the improvement from .5 maintenance to 1 per turn. This can really add up to an unsuspecting empire. Another thing you can do on on developed planets,

8 Replies 25,209 Views

There are a few tips I can give based on what you have said, although this is more general information then anything else. Also what's your map size, Number of opponents and tech/game speed settings, this can change things. -Focus on nothing but factories on your homeworld at the start. Even if your wanting to be a tech powerhouse stay with factories until later. One thing that I find most people make mistakes on with new planets is that they try an focus to much on what they t

2 Replies 8,569 Views

[quote quoting="post"] It's kind of pointless it's not abundant to my opinion. [/quote] The issue is due to how the map generates planets/stars. There is an upper limit of planets per map size that is kinda random in its generation, where you can either get less planets or in some cases tones. They are addressing it in the 1.4 update which should be out the end of this month. Paul talks about it in the latest dev stream here: <a

17 Replies 15,551 Views

Im not sure if its just a coincidence or it was hidden in one of the patches. But the ship anchor/unanchor sound now turns off correctly when you have the sound muted though the in game sound menu. However the sliders for the sound still dont affect it meaning its always full volume just as before. So if it has been marked as fixed it wasn't fully fixed just so your aware :)

4 Replies 5,729 Views

its on the devs want/to-do list. They want to some some kinda color wheel where you can just pick what you want. Also helpful for 100 player match. Although due to the naturally limited color options that are to similar they have been trying to think of other ways to display it on the map. Because you can only have so many versions of green for example. And green and red is the same as red and green, so they are thinking of ways to make the borders of each race more obvious as well as there i

5 Replies 8,520 Views

yep, i think so to. Preferably the super black hole that you can use in the editor. would also be nice to have a few extra larger sizes depending on map size. So like a super massive black hole that takes up tones of space on an immense map. Edit: i have always wondered why they chose pink as the color of the black holes.. i mean it looks good an all but is kinda strange imho.

7 Replies 7,791 Views

Note that the game was started in around version 1.3.2.3, the bug was also happening in that version and all versions in between. Bug: Pirate ships are not attacking my constructors or colony ships. My ships can stop literally right next to a 5 stack fleet and on the pirates turn they will not attack them and just move right pass them as if they aren't there. -This has happened on several occasions meaning its a pattern of behavior and not a one off fluke<

4 Replies 5,116 Views

[quote who="naselus" reply="478" id="3592207"] It is thread jacking, yes Find MapSizeDefs in the data/game folder, then change every instance of to 999999. This should remove the arbitrary cap and you should get more planets. [/quote] Thank you :) ill give that a go! And im sorry i didn't mean to jack it, since my question was similar to what was done in this mod i was just expecting a link to a similar mod/post and that was it. XD Kinda <s

735 Replies 1,236,554 Views

[quote who="jju57" reply="473" id="3592138"] With the help of others on these boards I was able to change the planet spawn rates to fit my play style. I'm not at home to post the changes but I play on the next to largest map, have nice isolated pockets of stars, have a very manageable number of planets and reduced resource spam. Not sure if this is the type of map you are looking for or not. [/quote] I hope im not jacking this thread.. and let me know if w

735 Replies 1,236,554 Views

Retreat options complicate things way to much and will not only cause long draw out standoffs but infuriate players if every battle you couldn't win just because the AI retreated. I mean, i could go into all the reason why it sounds good on paper but to play would be a nightmare but its been said to death :\. Now just for fun, here is a screen of the old beta invasion screen :P. Stardock wasn't happy with it so they scraped it with the intention of bringing it b

7 Replies 8,365 Views

Early in the beta there was alot of talk by Stardock about having the ability to park your ships (I assume with a special module) on a trade route to pillage them. Then the owner of the trade route would be warned that it was being pillaged, this would then start a counter of about ten turns (depending on some factor, route length and techs perhaps?) in which you had to destroy the ships or move them off the route otherwise the route would be lost. While this was happening the owne

1 Replies 4,739 Views

A few of these suggestions have probably already been brought up but here is my list of things I would like to see added to the designer. 1.1 The ability to flip the entire ship 180°, and I guess 90° for that matter. For those occasions when you have accidentally build your ship backwards. While your at it might as well add the ability to rotate the ship in any direction. I guess an "easy" way to do this would be allow the user to interact with the starting

3 Replies 36,955 Views

[quote who="a0152570" reply="470" id="3592025"] Quoting 00zim00, reply 469 Although that post seems like it might be what im looking for. Ill try it out later, thanks! no prob, are you ok with doing the mod? [/quote] Ill probably just fiddle with the files,

735 Replies 1,236,554 Views

[quote who="a0152570" reply="468" id="3592022"] Quoting 00zim00, reply 467 s there a mod somewhere that just fixes/increases the terrible habitable planet spawn rate on abundant settings, specifically on medium to larger maps without all the extra changes? Not sure exactly, do mean within this

735 Replies 1,236,554 Views

Is there a mod somewhere that just fixes/increases the terrible habitable planet spawn rate on abundant settings, specifically on medium to larger maps without all the extra changes?

735 Replies 1,236,554 Views

[quote]Their specialty of scavenging ships I haven’t found useful as I am usually building better ships than the AI. and they do not seem to sell for much [/quote] You get Credits from selling ships o.O? I never noticed that, I had hoped they did but thought they didnt. Ill have to check it out. Is that when you decommission them? One suggestion I would make for the scavenger ability, which is kinda off topic from the Snathi, would for Stardock to

22 Replies 28,453 Views

Hmm, then I suggest going though the steps in the below link. -General Galactic Civilizations III Troubleshooting https://esupport.stardock.com/index.php?/default_import/Knowledgebase/Article/View/496/161/general-galactic-civilizations-iii-troubleshooting If the main steps dont work follow the last tw

3 Replies 6,879 Views

I think stardocks away for the weekend, so besides their general support FAQs or a direct reply from them. I have some questions/tips for you to try out in the mean time. -When you uninstalled did you also manually delete all the custom races you had already from the saved games folder? If the steam cloud sync is on you may need to turn it off so it dosnt just bring them all back. -Also does it freeze when you make a brand new race from sc

3 Replies 6,879 Views

Im not sure if its similar, but i have noticed some stacks of pirates not attacking my ships such as Colony or constructors, my auto move ships will sometimes stop literately right next to the x5 pirate stack and on there turn the pirates just move away. Im not sure if its because the pirates are chasing some other ships in the FOW or something else, but its odd.

15 Replies 9,324 Views

Haha really? that's kinda strange but i get it. In Gal Civ 2 you had the galactic news thing pop up which made it clear. Surprised they didn't just add a little fade-in/fade-out text saying "Turn XXX' at the start of each turn. Maybe bringing it up again might get them to reevaluate it.

4 Replies 15,129 Views