In_stasis

In_stasis

Joined Member # 6401382
1 Posts 73 Replies 4,280 Reputation

[quote who="Vidszhite" reply="20" id="3610647"] The Xitak in 1.5 are causing a duplicate surface error with their Xitak_SurfaceDefs because the internal name of their custom surface, GC3_Default_Surface_20, is now being used by a Stardock surface. My suggestion to fix this is to change the internal name to something future-proof, like GC3_Xitak_Surface. Don't ever use Stardock's internal naming scheme as though you're the last one that's ever going to use it, because ther

21 Replies 103,185 Views

Pretty much the same, though personal preference is to use ZBrush and Modo. Even for still images having things in 3D is great for making different poses and more realistic shadows.

2 Replies 7,438 Views

Ok there are are some incompatibility issues with using this mod with Steam. Namely the home star system and the appearance gradients are not transferable. These things are not an issue if the mod is manually installed and the gradient maps are put in the GC3 Gfx game directory as described above. So this mod will not be available on Steam if / until these things are allowed to be used. It is possible, once manually installed to make a copy in game and upload to Steam however the appe

21 Replies 103,185 Views

[quote who="naselus" reply="17" id="3570315"] Hmmm, that implies the lengths of the strings are determined by the field they match in improvements.xml. That's bad - we'll need to test each string 'type' individually in order to determine max length (I'd hoped it was in the schema, but IIRC then in C you declare the max length of the string, so I'm guessing it's buried in hardcode). [/quote] Yeh! the string length is not determined by the schema an

118 Replies 80,848 Views

Oh! Ok, I will have deeper look at the files. First thought is that maybe there are too many characters in BlahBlah_TooManyBlahBlah's in other files certainly has a character limit. Maybe here too. And when there is nothing else it could be in the code, certainly a suspect. Maybe its 19 and not 20 . Edit, No It depends.

118 Replies 80,848 Views

Check out the PrerequisiteDef.xsd schema file. You will see these listed as available options "Unavailable" type="xs:boolean" minOccurs="0" default="false"/> "Government" type="PrereqOptionGroupDef" minOccurs="0" maxOccurs="unbounded"/> "Techs" type="PrereqOptionGroupDef" minOccurs="0" maxOccur

2 Replies 5,225 Views

You can already do that with .xml, though you can't create a mod that lets you make other mods with .xml, like as you mentioned a mod that lets you customise the tech tree. That would need to be done with a tool that's been specifically programmed and would likely take a professional programmer to do. You may be able to make life a little easier for yourself by making a spreadsheet or excel doc, with the branch's set out with references to their associated location within

3 Replies 4,926 Views

[quote who="peteincary2" reply="79" id="3567924"] Quoting In_stasis, reply 73 Buying tech's with credits is not working for some reason for me. The faction I trade with is always saying "I don't think you have the funding for this" or something similar. Yet I have more than enough. Could this be a bug? o

156 Replies 612,131 Views

Buying tech's with credits is not working for some reason for me. The faction I trade with is always saying "I don't think you have the funding for this" or something similar. Yet I have more than enough. Could this be a bug? or have I set something wrong with the new tech brokering. BTW is there supposed to be an option like the "enable/disable tech trading" game play option for tech brokering? I only have the tech trading 1 there.

156 Replies 612,131 Views

Found and fixed another problem with the tech tree. Quantum Understanding & Beyond Morality are not selectable, so you can't complete a tech victory. Will upload fix after 1.1.

21 Replies 103,185 Views

I have to agree the mop up stage can be a bit ridiculous some times. A domination victory some thing like a Faction Power ratio modifier to influence might do the trick. So FactionPowerPlayer(FPP) : FactionPowerAI(FPA) * or + FactionPlayerInfluence => (FPP/FPA) * or + FPI. ...( maybe + not * would be better. Otherwise would be too powerful earlier in the game .) Well it would be influence victory, but aside from the name, the same thing. Influence does

7 Replies 9,422 Views

[quote who="Richy_Young" reply="19" id="3566371"] Quoting In_stasis, reply 16 The energizer is supposed to heal damaged units right? I don't think its working. If it is its too slow for how short the length of games are. Or is there a command I'm missing to make it do healing. I was thinking you just had to place i

124 Replies 97,013 Views

[quote]Added 2 new difficulty levels: Easy and Incredible (much like my wife) [/quote] Yowser! [e digicons]:O[/e] So when you come into work tomorrow with swollen, boxed ears, we need not ask what happened.[e digicons]:grin:[/e]

156 Replies 612,131 Views

Sounds like its more than likely your tech tree modification. Without more details though, what that is exactly is very hard to tell. Have you just changed the InternalName? or have you changed the GenericName, Discription & etc. What else? If you have change the GenericName, have you changed thee Prerequ's to suit? Really need more details of what you have done to even start to know what you problem might be.

2 Replies 6,343 Views

Perhaps its because modding support will be more feature complete for that release. You know, unique ship styles and all that. I suspect there's some, uh... what's the word for it, new car smell or trendy appeal to workshop too, because its widely known. People are kind of like sheep like that at times, especially the young impressionable.

18 Replies 82,902 Views

Update2; Fixed race logo dds. Now has the correct name and shows better on map. Added tech branch to exploration - Cybernetics Home world now has own unique trait - Industrial world. There is somewhat of a unique art for the system using in game assets. Star name no longer has "Name" as part of it and is only Xi as it should be. New unique ship appearance gradients. For now not in Mod as the GalCiv III gradient texture files need to be replaced.(see ins

21 Replies 103,185 Views

[quote who="MisterSaturnus" reply="6" id="3564564"] Thank you, wasn't aware of the internal name length limit, and as for expecting a string value that points to the text xml files that isn't actually necessary, the game looks to see if text can be found there and if it cannot it takes it literally, as I intended for it to. As for the graphics issue, the game is set to run on my nvidia, in the control panel. [/quote] Well there may not be a limit, but ther

10 Replies 49,742 Views

Yep! the reason why your offsets are different values on the heavy fighter wing components is because the top peace is only moved in the Y direction and the lower wings are moved in the X as well as the Y. So for instance the wings need to be at a radius of 3 units offset from the attach point of the parent piece. The top piece only needs to move in the Y direction 3 units, since the piece(s) attached axis will have the same axis as the attach points normal axis and that match&#

1,416 Replies 4,487,635 Views