Mechworks

Mechworks

Joined Member # 6419062
3 Posts 33 Replies 142 Reputation

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

16 Replies 60,028 Views

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.

4 Replies 7,814 Views

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

4 Replies 7,814 Views

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

7 Replies 18,824 Views

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.

10 Replies 13,863 Views

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

2 Replies 5,007 Views

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

2 Replies 5,007 Views

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.

1,569 Replies 7,896,823 Views

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 ™

1,569 Replies 7,896,823 Views

[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

1,569 Replies 7,896,823 Views

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

84 Replies 364,215 Views

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.

7 Replies 27,344 Views

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?

7 Replies 27,344 Views

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.

1,569 Replies 7,896,823 Views