I have also been having this problem, again since 1.9 launched. I submitted a bug report some time ago, however never heard anything back. it is very obvious that when changes were made to the shadow rendering in 1.9 it broke the shadow mapping, and the fact that these game-breaking changes have not been rolled back until fixed has very much disappointed me, as stardock has in the past been very good at listening to their player-base. ...one <e
Mechworks
thanks for the response- I've submitted a ticket, as I just let Steam handle my updates- no opt-in for me, I like stable builds. honestly, this sort of thing is amazingly annoying. otherwise, I'm enjoying the parts pack inasmuch as is possible. oh well, Guess I'll spend some time messing with Stardrive while I wait.
After a long while (Couple months) away from Galciv, I finally had occasion to grab another of its DLC- I was very happy with the parts from Mega Events, so I decided that I would get the Ship Builder pack (as I spend most of my GC3 time in the ship editor.) HOWEVER, either the latest patch or the DLC has introduced horrific visual artifacts to all parts- as a modeller (strictly on an amateur/hobbyist level) it appears that many parts have inverted normals or o
frankly I'm sort of mystified by this message as well. I fail to see how every single planet having its own Huge-hull Battlestation (with six high-cap carrier modules, no less!) and every shipyard having two of said battlestations, and something like six-seven fleets of mixed Large/Meduim ships doing border patrol is 'ripe for conquest,' especially when my medium hulled frigates are happlily slaughtering their way
considering how the flags for that actually work, the only thing you could do for that is a custom Race Trait based on Intuitive and then give it to everybody. the only way I'm aware of that can give people 'free' research is by giving them a buttload of Research Points to throw around (Intuitive, for example, gives 250, which is enough for any three starting techs) but you'd still have to manually click through the tech tree and the AI may or may not actually do so.
huh. well that's annoying, GCII actually had a dedicated Int limiter so you could do that, but it sounds like doing what I'd like would be far too complicated to implement. as for the resources, I have a couple ideas, I need to take another look at the mining modules to see it they pan out- otherwise, not a huge deal since most of the time I get around to building 'em they go in one turn anyway. yeah, I'll have to check and see if pre
So I'm working on an altered ruleset for eventual release with a large number of doohickies and extra gubbins, and I have a few questions. firstly, I'm working on making improvements that can generate strategic resources (in very small amounts) and I have a few questions regarding getting them to work the way I want. namely, I'm currently using the semi-hacky negative cost for the resource generation, but that has the unfortunate s
sadly, at this time the symmetry and animation functions retain their issues from GCII, so you'll have to manually symmetrize your rotating parts. that is, in order for rotations to play properly, you can't use the 'symmetry' function or you get weirdness. also, checking/unchecking 'rotate on hardpoint' and placing your rotating section onto a cube part for easy maneuvering can save significant amounts of headache.
DarkTime Set (Continuing to produce Alt sets, please stand by...) Pathfinder Seeker <img src="ht
Abomination Set: <img src="http://i1129.photobucket.com/albums/m503/Mechanis/A
the Black Temple set is now online, featuring a full set of ships, including cargo variants. Caio~
some of you might remember a number of ships I made up-thread; some of them are now available on the workshop. Advanced Terran Set SolForce Set expect more (Including a full version of my Black Temple Yor set and Crystals And Togas Alteran set) sometime Soon ™
*turns green with envy to Gauntlet* on the other hand, IDEEEAAA! *runs off to ship editor*
First, a fuckton of pics: <img src="http://i1129.photobucket.com/albums/m503/Mechanis/2015-09-14_00011
heheheHAHAHAHAHAHA The one! THE ONLY! the Icon! </p
I whipped up some Smalls and two Cruiser variants in the SOTS style: Basic Frigate Barrage Variant <img src="http://i1129.photobucket.com/albums/m503/Mechanis/2015-09-13_00007_zpsakh
[quote who="The Sisko" reply="1404" id="3588171"] Those are really good Terran Destroyers from SOTS. Can only imagine how tedious it would have been to make the node drive ring. [/quote] actually, it wasn't that bad- I actually made the ring first, since I was just fiddling around making rings out of various parts. it helps that it ended up being perfectly sized for ten-degree increments, so once I had a custom part for the segments, all I had to do was s
HI <img src="http://i1129.photobucket.com/albums/m503/Mec
my wishlist: 1) actual, thorough documentation on moddable .XML files and components of the game and/or basic UI tools to work with them- this is absolutely critical to long-term survival of the game, since the way GC3 has spaghetti'd its XML definition files compared to GC2 and GC1 has made it extremely difficult to find and modify large portions of the game without repeatedly breaking it without error messages (IE loading hangs, CTD with no error
honestly, they could have fixed it by making the sliders more accurate/larger, too- not like we need precision better than tenths of a percent unless we're completely OCD about things. but yeah, this is just a small bit of poor GUI design- hell, if it was me, I'd have used Slash values (IE "180.6/90") if for some reason multiple input fields wasn't in the cards.
I would also like to know how to do this, since mousedragging is, well, clumsy and difficult to match precisely over multiple parts due to slider inaccuracy. honestly I think it's a GUI problem where they really need two number boxes for that slider, but what can you do?
Finally got around to doing some of the Force Effect stuff: Graz Fighter: Vect Corvette: Gradaz Frigate: <img src=
wow, that's some nice work.... I should finish up my Force Effect stuff and post it soon.
hmm, I should re-create my Force Effect Set at some point. the new hardpoint behavior, offsets and part-hiding makes it a good deal easier to do so, too, since I won't need the Hull System to make it look good.
was wondering when some EA would pop up! that is a freaking perfect Starfury, BTW.