Fellow Human7735

Fellow Human7735

Joined Member # 6996133
7 Posts 14 Replies 524 Reputation

The game always crashes when copying the United Earth faction for editing and clicking on "Fleets" button. EDIT: Actually any faction crashes as soon as the United Earth fleet set is chosen. Is it just me?

1 Replies 31,060 Views
Reply to .... in GalCiv III Modding

Aaand regarding the bugged Raptor. It also seems that some of the modules other than the Core are causing the appearance of the wrong Raptor merc. This one: (I'm not playing with the EXP1_Mercenaries as you may have guessed) The real one should look like this, +6 Attack

258 Replies 1,223,366 Views
Reply to .... in GalCiv III Modding

Nice. Also have a look at UCP_AI. It's the culprit for the governor bug. After removing the module and leaving only Core part, the governor never bugged out again. It seems that the AI module makes the governor drop his duties as soon as there are no relevant building to build. In vanilla (or with Core only) the governor just proceeds building "Aid Economy".

258 Replies 1,223,366 Views
Reply to .... in GalCiv III Modding

And I'm not done yet :) What does the UCP_Citizens module do? There is no mention about it either here or in the Install text file.

258 Replies 1,223,366 Views
Reply to .... in GalCiv III Modding

>You still having issues? You have all the Expansions? Thanks for asking. Yes, I have all the DLCs Steam has to offer except the races of Star Control. There still are some issues. As I mentioned before, Handy and Klutzy traits are swapped, I had to manually edit RaceTraitDefs file to restore negative and positive values the way they are in vanilla file. I believe this has got something to do with it: <img src="https://cdn.stardock.us/forum

258 Replies 1,223,366 Views
Reply to .... in GalCiv III Modding

I wish I could delete them. The game recreates them each time I launch it.

258 Replies 1,223,366 Views
Reply to .... in GalCiv III Modding

And one more issue. I've removed the "EXP1_Mercenaries" module and the Bazaar bug disappeared. But here's another thing. A ship for sale that has "high mass driver attack" according to description, but in fact it has zero attack all over, only defense: One more possible bug. File named AITechGovernorDefs.xml contains the following lines: <span s

258 Replies 1,223,366 Views
Reply to .... in GalCiv III Modding

I think I found a bug. Handy and Klutzy traits are reversed. Handy raises maintenance. Also, why does my Bazaar window look like this? All the ships are locked on turn 1 : and the bottom ships have no picture: <img src="https://i.imgur.com/hRuheVL.jpg" alt="" width="120

258 Replies 1,223,366 Views

Yes, I'm playing Retribution. So do I still get +1 Raw production and the bug is that it's not displayed properly in the tooltip? Or do I not get +1 Raw Production and the bug is that it wrongly shows "+1" over the Capital?

5 Replies 20,351 Views

My notifications setting is set to "Show all notifications". What I usually see at the start of a turn is some notifications appearing for a split second and disappear before I even get to read them. Has it got something to do with my other settings?

4 Replies 17,802 Views

As much as I understand the mechanics of the game, the picture implies that the Colony Capital should be getting a One Level up adjacency bonus from the Space Elevator. However there is no mention of the character of the bonus in the floating tooltip. A bug or just my lack of understanding of the game?

5 Replies 20,351 Views

I found this post ( https://forums.galciv3.com/483718/page/1/#3682173 ) while googling an issue of Precursor Fabricator which doesn't provide any adjacency bonus while it should provide "Social Construction" bonus. I guess Social Construction thing was done away with years ago, therefore the building isn't working.

2 Replies 25,904 Views

Hello. Is there any hope that Sentry command button for a fleet will be fixed? It should wake the fleet up when an enemy unit is within the ship's sight radius, as the button explanation says. At the moment it alerts you when any foreign unit is within the ship's sight.

0 Replies 11,351 Views

Could someone explain it to me, because it seems nothing else than a bug/overlook. E.g. "Harpoons" research enables 3 types of missile weapons: 1. Prototype Antimatter Missile. Requires 1 Antimatter, causes 2 Damage. 2. Harpoon. Requires 1 An

2 Replies 14,528 Views