ThorHammerz

ThorHammerz

Joined Member # 6704237
5 Posts 17 Replies 275 Reputation

This is very encouraging to hear about! Would there be any chance (slim though it may be) to include SQL support for modding the game database? It would make it far, far, easier to make smaller, compartmentalized updates ("mods"), especially when you only just want to update some value buried deep within one of the large defines files (e.g. UPDATE GlobalDefines SET Value = 5 WHERE Tag = "sometag"). As an extension of point #1, it would allow mods to be m

16 Replies 85,677 Views

Good day, Does anyone know which fields / files to modify, with the aim of adjusting the spawn rate / distribution of artifacts (the ones from retribution)? E.g. "double the number of artifacts that spawn space monsters, never spawn artifacts that increases approval". I can't seem to find anything related in MapSetupDefs.xml, GalCiv3MapDefs.xml, GalCiv3GlobalDefs.xml, ArtifactPowerDefs.xml, or ArtifactImprovementDefs.xml... am I overlooking something?

2 Replies 5,962 Views

[quote who="Seafireliv" reply="1" id="3681067"] Well all Civ games don`t have anything like the customisability of GalCiv 3. [/quote] I beg to differ. In Civ4 & Civ5 modders have the option to modify not just the XML/SQL ( SQL is Civ5 only; I personally prefer SQL over XML a lot more, much cleaner and allows multiple mods to modify the same variables without having to replace the entire file every time ) database entries of

125 Replies 733,653 Views

When decommissioning a Starbase, the administrator point invested into it is not refunded. If this is intended, a warning in the "Are you sure you wish to decommission this Starbase?" message-box would be great, along with a notation in the "Administration Capacity" tooltip that goes "dead/retired administrators" or similar (currently lumped with the administrators of the starbases-still-alive).

1 Replies 15,008 Views

[quote who="tetleytea" reply="20" id="3683981"] If I was using Rogers, you would not be getting this reply. [/quote] What's a Rogers? Google is translating that as "a miscellaneous object, approximately a few grams in weight and a few centimetres in diamater, originating from a donkey's orifice". [spoiler]My home has Rogers for broadband internet... gotta love the telecom monopoly [e digicons]-_-[/e] .[/spoiler]

37 Replies 91,304 Views

- Add food production as a column within the Govern -> Colonies table. - Add a keyboard shortcut for "Build Mining Base" while an asteroid field is selected. Currently, the user needs to move their mouse across the screen several times over when developing an asteroid belt for a single system (which can get very tiring when a large monitor is used...) - When perusing the "Govern Planet" sub-dialog (the one where you choose whether to set a research/wealth/production governo

6 Replies 28,793 Views

Hello all, Are there any mods that (or rather, is it possible to) add new ship hull classes (e.g. on top of the current tiny/small/med/large/huge, a colossal class with 2000 HP, for instance)?

2 Replies 7,192 Views

[quote who="MyViewsAndMuse" reply="4" id="3646923"] interesting, does the game tell you the number of research points a given tech uses? Also, is the +250 research points indicated anywhere in the UI? thanks [/quote] I'm not sure the +250 research points is even displayed in-game. As Larsenex has noted, this appears to modified based possibly on whether you have research tile resources or rese

9 Replies 29,897 Views

What determines when a planet will flip? Is there an influence threshold one must reach? Are colonial approval ratings or military presence (or the lack thereof) factored in? (Note: this topic is not about the benevolent ideological trait "Enticing", which instigates a 1-time auto-flip of planets/starbases in your zone of influence.)

2 Replies 11,836 Views