barrybeal

barrybeal

Joined Last seen Member # 641552
14 Posts 114 Replies 655 Reputation

Still need to fix the Arcean Navigator Guild Upgrades in Improvements.XLS - 2nd and 3rd Building are not marked as upgrades from the 1st. Also as previously reported the Assault Carrier Module for Starbases needs to increase the Assault fighter Cap not the Interceptor fighter Cap. Also on my favorite subject of Fighters and Carriers - what does the BestDefense component in Shipblueprints do ? Shouldn't you have at least one level of shields, point defense and armo

24 Replies 105,132 Views

Interesting discussion - I can see why Stardock wants to leave the base game for the people that want a quick playing RTS game without other stuff to learn. I could understand from a marketing point of view that you would want to address both audiences. So having a post to review the reasons for the split direction of the development from the base game to Escalation makes perfect good sense and practical to promote this new game direction. We want you guys to make money but

15 Replies 142,965 Views

Cool I see there was small patch today I have had several crashes since the weekend when clicking around the research tree I am not sure if they are Related to the Galactic Star Trek Mod (was working to select tech in the Klingon Tech tree and this was before the latest update to GST on the 18th) or some kind of graphics bug or text error. I start running the latest version of GST 0.4 today and see if I get any more crashes - these two crashes happen in the mid game and I have a game ha

5 Replies 12,122 Views

In AnomolyDefs.XML in the ...\My Games\GC3\Mods\Star Trek - Map Changers\Game\ folder remove the comment code before each section like this Glad you reminded me of this - Beginner is definitely too easy now - fixing the anomalies to be defended will make it a challenge. Iin my first pass last night one of the initial Defenders was out scouting and ran into two Marque Ships from a Pirate Base - did not go wel

595 Replies 1,781,475 Views

I deleted all the files in the MOD folder and updated to the 1.83 Beta Opt-in Patch then did a local file verify and restarted Steam. Thanks for giving us a new combined version 0.4 GST file - GC3 loaded without any errors (now I did make the other changes to fix the Assault Fighter Starbase module - fixed Arcean Navigator tech tree and played with the ShipBlueprint.XML file). Surprisingly my saved Klingon game file from this evening did load despite now using the Beta patch but I

595 Replies 1,781,475 Views

Thanks for updating the ShipBlueprints.XML file - much needed changes to Colony, Constructor, Freighter, and Transport Blueprints Also as reported by someone else - StarbaseModuleDef.XML file needs to be modified so that when you get High Capacity Carrier Tech that your Assault Fighter improvement to the Starbase gives you Assault Fighters not Interceptors. <span style="color: #ffb4

5 Replies 12,122 Views

If you look at your 0.4 Alpha Patch ZIP File in .../Star Trek - Core/Game you have three duplicate and misspelled Tellarite XML files - TelleriteTechDefs.XML TelleriteTechDefsText.XML and TelleriteTechSpecializationsDef.XML. They are older dated files so likely are older versions of the Tellarite Tech Tree files. Deleting those three files and even exiting steam then relaunching GC3 I get the same error message I don't see any duplicate Tellarite/Tellerite

595 Replies 1,781,475 Views

Cool - you need to look at the Award Colony - Award Constructor - Award Transport - Award Freighter Blueprints - they should fill in with life support (think some of that is included in the latest Stardock ShipBlueprints.XML file ) currently colony only includes sensors and others need extra life support as you got space in addition to their current filler module (I got an award colony ship late game with dozen sensors and no extra life support). See my other comments on the Drone

595 Replies 1,781,475 Views

Cool - I was trying out Arceans yesterday (normally play a modded Snathi race but they are like the Borg - overpowered with Scavenging - Slave Pits and Molecular Fabricators and running 2nd Malevolent tree then 1st tree till you get Overlord ships for every planet - game over and tanks your economy ). I noticed there is a problem with the second and third level of the Arcean Navigation techs - they are not setup to be upgrades from the 1st to 2nd or 2nd to 3rd (+2 and +3 and

595 Replies 1,781,475 Views

Thanks I did another Local Game Files Cache Verify and found a duplicate DLC folder I created awhile ago. Sorry to hear that you haven't gotten Version 0.4 of GST to run yet. Played with the Borg (overpowered to be sure but that is of course the challenge if you let the AI run them) and Klingons a bit - looking forward to doing that again when you get 0.4 running. I hope Frogboy can get around to updating the AI and getting some game tweaks done before Crusade

595 Replies 1,781,475 Views

Okay after I reinstalled GC3 - I notice if you just use your files From NexusMods (Dropbox link don't appear to work any more) Alpha 0.3H doesn't include the Fraction files for the My Games Directory and was missing the Star Trek - Star Names folder from the Mods folder if that is still used. I believe we need a new complete set of download files to run GST 0.4 when you are ready. And on loading the Mod I get this when trying to run the game: &nbs

595 Replies 1,781,475 Views

I am curious if any of the changes to these XML files affect the current game ?? I had assumed that any changes to the game XML files only affect new non-saved games. Also note there is some issues with the fighter blueprints themselves (in ShipBlueprintDef.XML). How the blueprints are setup to include weapons, defense, and sublight drives can be tweaked to result in better fighter designs (especially when you have a lot of mass increas

7 Replies 37,412 Views

[Edited to reflect current status of your 4.0 Alpha Mod] One thing I noticed comparing your GST and Improved AI mod Shipblueprint.xml files to the stock Stardock version is that you assume the Carrier blueprint is for the Guardian Carrier modules - Stardock lets the drone carrier blueprint use either the Interceptor or Guardian Carrier module (you normally only get one or the other unless you trade for the one you are missing from someone else). Difference between Carrier and As

595 Replies 1,781,475 Views

Hey - I am seeing CTD as well from using the 0.4 Alpha Update - will go back to 0.3h see if that fixes the problem - I am hanging up (like stuck turn when processing the other players or complete crash about 65 turns into the game). I did keep one of my crashes and the debug.err error file. I have now removed my old workshop fractions and designs since they were mentioned in the Debug file and may not be current with version 1.82 of the game. Got

595 Replies 1,781,475 Views

Where do we stand with Updates - DLC's etc before the Crusade Expansion in Spring 2017 according to Brad's interview ?? Previous post - stated version 1.9 would include "Managing larger empires and rewarding small empires" which appears to be Game Play improvements plus presumably more UI updates It would be nice if Modders could get some help and that AI could get some tweaking like <a id="ctl00_ctl00__Content__Content__RepeaterReplies

121 Replies 732,071 Views

Any fix for GSM on the horizon ? It would be nice to have more Robust Starbases again. I will look to see if I can still use just the Starbase definition changes in GSM 4.1 without crashing - leaving the entire folder in Mods definitely crashes the game in version 1.81. Using UltraCompare to compare the GalCiv3GlobalDef.XML files from the GSM version to the base game 1.81 version of the file - you are missing some lines that relate to the Asteroid Mini

1,416 Replies 4,487,509 Views

Here is a You Tube Video of the Game Benchmark running on a I7-860 plus 7950 (recursor to AMD R9 290) GPU https://www.youtube.com/watch?v=xAUSha37MEQ

15 Replies 98,589 Views

Perhaps StarDock will reply to your post but here is the Hardware Requirements from the Game Website https://www.ashesofthesingularity.com/game/faq These are the absolute MINIMUM System Requirements for the Alpha Absolute Minimum: 64-bit Windows 7 / 8 / 10 OS Quad Core CPU 8 GB Memory 2 GB DirectX 11 Video Card

15 Replies 98,589 Views

1-What do you like to see in a RTS game to make you buy it? Personnally I do better with Strategy type Games than RTS but I loved Total Annihilation and its various clones like Supreme Commander 2 - Spring Project. Most RTS don't let you pause to look over the board and map out a bunch of moves ahead - Planetary Annihilation didn't for good while in Beta. Need to have Good AI - I normally don't play multi-player. I like the constant act

16 Replies 127,104 Views

Adding the SnathosStar to Stardef.xml (well I used the new standard StarDefs.xml from 1.3 but I just adding the star worked on the laptop but looked like other stars were missing too) plus Copying the standard PlanetDef.XML to add SnathosPrime planet definition allowed me to use the Snathi Star System. Snathi Tech Tree seems to work fine but the Snathi Ship Definitions cause the game to hang so something needs cleaning up with those but I used Dregin ShipsSet for now.

735 Replies 1,236,796 Views

Issue with Snathi appears partially to be with the Snathos Home System definition although switching from Dregin to Snathi Tech Tree also causes the game to hang up. The Snathi Tech Tree is non-standard - created from base tree long ago (per last week's Stream from Paul) and may have some strange techs in it. Might ask Brad or Paul to let you look at the DLC. Probably a minor issue somewhere in either the Ship designs or Tech Tree but just using the Snathi home system ca

735 Replies 1,236,796 Views

Probably should take general criticism of the Game to a separate post from the Patch Update notes. All in all I think the patch is a major step forward - it appears from the 1.3 Opt-in patches that the new Governor system needs work still and the individual planet wheel is still available. That is separate discussion in itself which has already started. From what I seen nothing that is going on Development wise is usual for a major Strategy game after its initial rele

69 Replies 302,297 Views

I believe in last week's webcast they said there was a bug in pirate code will now build ships like they supposed to. Pirates are like barbarians in Civilization so you don't just send unarmed colonizators and constructors every where so creates challenge to expansion early on. But you are free to turn them off generally bothers every race equally.

735 Replies 1,236,796 Views