[quote who="DivineWrath" reply="1" id="3796771"] While I don't know if its possible to get an anomaly to change a ship from one type to another, I would find it very inconvenient. More so if the affected ship was a merc survey ship, or something I paid resources to build.[/quote] Yeah, but what did you say if your Merc Survey ship is converted into a much more powerful Survey ship, or an huge Supercarrier? Also with some luck it is only an tiny Scout ship anymore.
BigfishGalaxy
Hi, is it possible to mod an anomaly which transforms the encountering survey ship to another ship type (e.g. an colony ship)? Thanks BG
Hi, same question here. Anybody knows how the FactionOverrideDefs.xml works? Is it possible that this file is only necessary if the crusade DLC ist not installed? Otherwise what is: Crusade
Hi, experimentation is one - but long - way. Nomally it is easier if the devs say only yes or no ;) Thanks!
Hi, i tried to add a second shipyard specialized in strategic repair(rate). But it seems like changes to ShipyardDefs.xml have no effect? No higher repair rate, tried then to change other values like HitPointsCap or PointDefense nothing worked. Only one value seems to take effect: Multiplied the ManufacturingCost value this works fine! Are the other values for shipyards hardcoded and not changeable? Thanks in advance</
At last it was a misspelled tag - now it works! No more CTD with mission ships... Thanks again!
There must be something special with mission ship designs. I modded them the same way like the regluar ships - the regular ships work perfectly - but the mission ships leads to CTD. CommanderStaticBlueprintDefs seems not to be the cause of the CTD - till now i don't find the reason...
I figured it out - ouch - mission ship blueprints defined in file CommanderStaticBlueprintDefs not only in StaticShipBlueprintDefs or ShipBlueprintDefs - i overlooked this fact completely so all my mission ships have no blueprint [e digicons]:grin:[/e] Edit: AArrrgghh - next error! All my ship designs linked to the regular blueprint files - so
OK i can confirm - it is the mission ship! Now i have to search the reason, because my xml files looks fine. I have made my race the "hard way" by fully editing xml files and not with the civ creator... - so no hard work - only to search if there is a misspelled name or tag. Possible a complete missing shipclass. I have to say thank you for this perfect and quick help! THANKS!
OK my Mission Ship was correctly defined in my NewRaceShipClassDefs - so this is not the problem - i do some testing if i could reproduce the CTD...
Hi thanks!!!! - What happend after end of turn 16? Don't know exactly but i think the treasure hunt mission ship was finished! Cool - i say - now i have a starting point to search for that problem... This is a good point - where are the mission ship defined? Not in FactionShipStyleSetDefs so i changed the mission MissionShipClass tag in my NewRaceFactionShipStyleSetDefs with the r
Hi, how can i find the cause of a CTD with a modded game? I create a new faction with Starsystem, Plantes, Ship Designs. Also added some improvements... Now i'm ready to start a new game, but did some testing before with "unlock all" to check if every change works as designed. Played a couple of turns and get an CTD - Last entry of the debug.err file is "Debug Message: EndTurn 16" Now i don't know if t
This means bugs like this: https://forums.galciv3.com/482928/page/1/#3695974 will not be fixed! Bad job!
Take a look at your shortcuts! I encontured the same problem after the update and the reason is really stupid: Initial Crusade starts the GC3Crusade.exe and with this update you have to lunch the GalCiv3.exe - if you still lunch the GC3Crusade.exe your game hangs... So what is the problem? -> Stardock - is there any Quality Management at your company? If not call my number - you will get special price ;)
[quote]PROBLEM #3" blueprints and the fleet designer. Not all ship blueprints are in the Fleet Designer. The drone designs are not in there. I hear other blueprints, like the mixed-weapon blueprints, aren't either. I haven't checked myself, I gave up at the drones... [/quote] Six months later, patch 2.61 and still not fixed such a simple bug? Is this really true or do i need new glasses?
Intressting - i tried excatly this method just two weeks before but it doesn't work...
Hi there, in the civ builder i can define a Drone Carrier with cargo hull - where/which is this ship ingame? Ingame i have ships Titan (Huge), Overlord (Large), Patroller (Tiny), Assault Carrier (Huge) - where can i define it in civ builder?
[quote who="Larsenex" reply="10" id="3672176"] I think that only Brad and Paul and the other developers know how far it can go. [/quote] Ok - but we still need larger maps! [e digicons]B)[/e] I think 760 should be enough for the first time [e digicons]:grin:[/e]
[quote who="00zim00" reply="1" id="3670883"] Its easy to look at each specific thing and criticize the changes compared to the other game play but I think until we see all the changes as a whole working together its all conjecture. [/quote] If there is something you don't like - you don't like it expect of other things. If you don't like chocolate ice but vanillia ice and your preferred dealer is going to sell vanilla ice on
[quote who="Suomi Sotilashenkilo" reply="15" id="3670869"] I hate those sort of mechanics, where no strategy or conventional advantage can make a difference because the ability is unstoppable. [/quote] In my words: If you have a rotten AI - then go an work on the AI - and don't give the AI a master kill switch as solution for the real problem. Because the faction designer is really helpfull i'm sure i will buy the expansion - but
Ok with this diary there is only one question left: Is there a way to use the faction designer without the rest of the expansion? ---- Oh god: A martyr commander - Yes! The commander with his tiny little Recon ship blows up a hole fleet of super battleships!
In another forum we discused about a system where ships need an captain. Tiny hull ships needs an Lieutenant (junior grade) or Lieutenant Enormus hull ships needs an Captain. Also a fleet needs an Commander. Tiny fleets (e.g. Logistics 15) needs an Commander Large fleets (e.g. Logistics up to 55) needs an Rear Admiral (lower half) Super lar
[quote who="delwyn1" reply="40" id="3670263"] but really the admin for colony ships is not useful only to slow u down [/quote] Most changes only for slow down the player! But the one thing which where realy great for slow down iss missing! What about a really insane map size? This means a map ten times or fifty times bigger then now - so your first contact with another major faction is about turn 200 or turn 300... - Wh
[quote who="admiralWillyWilber" reply="32" id="3670190"] How would you like an espionage system. [/quote] Proberly never! Look at our time: Are there spies infiltrating foreign coutries? Yes Are they necescery? No - Why? Computer espionage! Computer espionage 200 years ahead? No! Alien race spies which steal your research? This should be an payed citzien from the same race? Payed? Look
[quote who="laws2150" reply="28" id="3670088"] Seems like this DLC will change the whole game [/quote] Exactly this i don't like - reagradles what the change is - regardless of the game. Now i'am sure i will hate the espionage but i would like the faction designer - hope the espionage system could be modded out of the game!?!