These are great ideas, that I think are best seen today in the Homeworld series, where a "rock paper scissors" effect can be seen between Strike-Craft VS Corvettes/Frigates VS Larger Vessels. In any system, essentially the smaller vessels need to be able to challenge the supremacy of larger ones, whilst larger ones need justification to exist, and a series of "escorts" for those larger vessels allow them to dominate the fleet of smaller vessels. The justification for lar
Gauntlet03
You can trick the game's scale system by using tiny, nearly invisible parts, put out equally distant from the front and back of your model. Typically find the smallest, blackest piece you can find, place one on the front and back. Then move them out equally. Then scale them to the tiniest possible (in my experience the parts will barely be a speck on a screen). Then build the ship and see if you are happy with the scale. Move the piece inward to enlarge the model. Move them outward
True. It's sad. There are multiple factors involved: 1) In general, communities have drifted away from traditional forums like this. Discord is the most active community for GC gaming I am aware of. 2) Often Steam Discussions Pages are more popular, not necessarily true for GC3. 3) GC3 Modding was kept off of steam workshop, which, in this dark and modern era, led to GC3 Modding essentially being dead on arrival (It's a niche product in a niche genr
50/50? Kinda depends on whether importing ships will be doable or not and how modding will work in conjunction with Steam/etc.
I was reading this and a thought occurred to me... Perhaps ship experience should be removed altogether and instead a single overall "Naval Experience" that applies to the whole empire. So essentially, any ship new or old can gain XP for the entire navy, which in turn gives some very slight advantage to the whole navy. This removes the issue of XP falling onto one outmoded vessel. I also like it, as it effectively represents institutional knowledge accumulating, and the
A new version of GRM has been uploaded to hopefully update it to 4.21 and fix any crashes related to the Interstellar Fortifications technology (militarist trait tech) that has been reported. There's nothing new, but I've been playing a game for 200ish turns without a crash so I think everything is working. Gauntlet's Race Mod at Galactic Civilizations III Nexus - Mods and community
I believe most people enjoy to idea that ship designs in GC have roles, and that those roles matter. Coming from the "rabid ship designer club" so to speak... I've spent about 2600 hours designing multi-role fighters, vs bombers, vs destroyers, vs siege ships, vs transports, vs bulk landers, vs dropships, vs drop pods, vs battleships, vs battlecruisers... etc. etc. etc. All for it... to be largely meaningless in game. Ultimately, aside from some edge cases, you just build swarms of
Lets see.... jumping in here... 1) Make everything designable... Starbases/Asteroid Mining Facilities/Special Ships related to Government/Ideology/Whatever, Drones, Etc. Thoroughness if you can. 2) Mod Support via Steam. By that I mean, I can download mods through steam and install them. Actual mods. Not just half-completed shipsets. 3) We need more ways to see/enjoy fleets of ships. Some player's demand combat control, some want better combat viewers, etc... how
I'm excited to see this list... I mostly think it hits the nail on the head of what would be an exciting change in direction. First and foremost, I like the idea of colonial management being flipped... the "god emperor" that is the player, only manages the "important" places, whilst the rest are simply what they are... the millions or billions of ordinary places and ordinary citizens who simply live their lives and history isn't so much as "made" so much as "happens to them. <
This tends to happen when you do not install the appropriate files to the game's directory and did not choose to replace the three zip-files. For some reason GC decided to put merc ship files inside zips... in order to replace them, you have to replace the zip files. Sometimes it gets wonky, because you might be trying to extract the replacement zip files from the GRM mod download (which is also a zip file) try extracting the GRM download to a miscellaneous folder first, THEN carry ov
Not certain what you want fixed, but GRM really doesn't fix anything... though I suppose the anomalies and colonization events are "fixed" since I replaced them all lol. Horemvore does much more attentive/better work on that kind of thing. I'm mostly an aesthetics guy. But regardless, I'm not coming back to GC3 with this recent update or DLC... it's pretty paltry offerings to me. Hopefully they are working on GC4 instead of investing too much on GC3.
Howdy. GRM R-1.65 is available for Retribution 4.0 I do not have the new DLC so it is unknown to me how that impacts anything... it's fairly unlikely it conflicts with anything in the mod. Fixed a bug that was removing the Crusade races from the game (Terran Resistance/etc.) Updated files to use latest data from version 4.0 You can download here! <a href="https://www.nexusmods.com/galacticcivilizations3/mods/18
I have one question: What does the Market/Shopping Center's building description say it does? Does that match it's function? If Yes, you can't identify that as a bug. If No, it's a bug. Then regardless you can call it an oversight/miscarriage of justice/whack/dumb/etc.etc.etc.
Hey there. I don't post much for this game right now, but I just wanted to say how much I appreciate your continued engagement. Your doing some great work
Well. Isn't all this dramatic. Horemvore. You illicit reactions like this because you typically dispense your opinion as fact and not opinion. You do not modify your speech to give the "benefit of the doubt". It is, if anything, a simple lack of tact (which while some would argue has value, I would not, because it is inherently unkind and lacks humility). Furthermore, you engage in petulant behavior and statements like "well I'm out" and then continue t
I've done this before, but unfortunately it is pretty buggy. Namely... you create the new hull type, make a design with it, save it, and it's fine... until you leave the game (save) and then reload the save. All your designs then revert to another hull type that you based the original on. Essentially, you can't add a new hull size, but you can add a "variant" hull of the existing sizes, with different stats (including capacity) and then run into this problem. The work ar
glad you figured it out. Cheers
Don't rename the Global Defs file. It needs to be the original name for the game to say "Oh I use this instead of the original file!"
Though you could build an entire text tree designed for a particular ability I suppose
I think the inevitable answer to that is YES, but it will then make modding much simpler going forward.
Glad to hear a directory cleanup is in the works! Sorry to hear it's slow going. I'll just note... currently it's not possible to add shipsets or mercenaries (using mods, not the fleet editor) without adding files to the game's directory. 1) The preview ship models for shipsets currently have to be added to a zip file in the designs/start folder 2) Mercenaries need to be added to two zip files inside the designs folder.
Yeah that sounds about right. Perhaps one day some sort of AI moderator will be trained enough to facilitate matchmaking and really just remove bad actors... which is kind of a scary prospect on it's own lol. So in the meantime, I'm pretty happy with my single player tactical/strategy games... so thank you for making them!
Okay... so firstly, there is only one way a mod is "inactive" or "active" ... and that is, does the mod exist and is the mod located in your mods directory. That's it currently. This is a typical file path for the GC Mods directory. C:\Users\Gauntlet\Documents\My Games\GC3Crusade\Mods A lot of custom data though, such as ship files, factions, logos, etc. are located inside folders here: C:\Users\Gauntlet\Documents\My Games\GC
1) Thank you for contribution, that's awesome, very much appreciated. 2) The Star Trek mod you are thinking of is most likely GST and you can contact Horemvore, he has a thread and I believe he hosts his mod separate from nexus or any particular mod hosting site. 3) There isn't really a trick to installing... if you placed everything in the right folders... all you do in-game is make sure "mods enabled" is checked in your game settings and restart the game. Common prob