Also thank you! Lol sorry... Posted too quick!
Gauntlet03
That's a well known bug with be any custom shop being used in place of a game design.. including fleets made with the fleet editor. Basically... Since your designs don't specify a exact component or placement the game default renders the kinetic animation for all weapons. Personally I think it was a mistake to depict weapons and components physically on our ship designs, as it results in this kind of silliness and the weapons fire from arbitrary points on the ship anyways.
I'm not certain what you mean. But if you design a unique ship and use my custom parts, that ship will be designed by you and give you the credit. If you upload the design to steam, that's fine with me, since users can't duplicate a custom part. A credit to the mod as a comment on the steam file would be very much appreciated. I think that's fair? Let me know if this answers your question, and I'd love to see what you come up with!
Yup. Nothing I can do about it.
Hey there. A) Uninstall GRM. Really. All of it. Properly. Designs and all. B) Install GRM 8.5 C) Follow the instructions in GRM 8.5 on using 8.5 without Intrigue. D) If you still have an issue report back! OR you can try this "hot fix" that may or may not work... but its less effort. 1) Go into your GC3 directory and find GlobalDefs.xml in the Crusade DLC folder. 2) Copy and replace it into the GRM Mod Folder 3) Op
No it isn't intentional... I'm all ears for suggestions on balancing them out.
[quote who="Mernom" reply="1088" id="3712327"] The biggest problem with GC3 mods IIRC is that mods that change the same files are not really compatible. [/quote] Correct. GRM is somewhat compatible with those... Download those and remove global defs from GRM then update the global def file in the other mod to give races 4 ability points.
Put in a ticket with SD and try playing a game without GRM. Without more specific information I'm limited in the help I can give you. @Mac2411 You can define what each culture trait does or is called in CultureTraitsDefs.xml Then you need to make sure each trait is used via CultureTreeDefs.xml Other than that... I suggest making a specific topic and I and others can offer input on specific changes you might make and have trouble with. &nb
They evolved. Try looking at GRM PRT style
Hrm. Pretty sure the things you mention regarding the Silicon/Synthetic is intended by the Devs... that being said, I'll double check the files. As for the Races... I just checked all of them, and there are not unused points or traits. Good catch on the Arkborne. Fixing now. Will consider cybernetic.
Yup, Old Spider mentioned the pirates and I checked the Minors too. Its fixed for the next version. Obviously its harmless since we are on Version 8+ and no one's crashing every game with minors lol. Its been great to have people report bugs, thank you! I'm hoping to get the next version out in early May with bug fixes, a few new race portraits, and the Nyryloth shipset. Anyone have opinions on the new governments I added or the general reorganization of governments?
MercenaryTier1Surveyors Tier 1 1 4 MercenaryTiers1 MercenaryTiersCannotAfford1 &nbs
Now I want to go and enabled the bazaar just to prove I could... lol I prolly can't though
Hrm. Sweet. lol. I think its a result to how they update files... the various DLC add content, but their special features get defined in the general game structure anyways, so a lot of Global Defs handles stuff. The Mercs files often have a tag line about what DLC is required... which I've kept intact... in theory, and based on hearing this, I could probably remove that line and make other adjustments and things would still work. But that would arguably be enabling a DLC for p
Hey there. That won't affect play or cause crashes. Thanks for pointing out the bug! I changed logo names a few versions ago and totally forgot about that for pirates and the minor races. Updated for next version. Meanwhile progress continues on the Nyryloth set. Kinetic and Missile weaponry developed, as well as a Drone Dock. <img src="https://steamuserimages-a.akamaihd.net/ugc/2444768844622609172/794
Btw figured out how to replace the "project" model for various missions. <img src="https://steamuserimages-a.akamaihd.net/ug
Hey there! Thanks for letting me know. I've updated the Mod Description file to specify that player should remove the Ideology mod if they don't have Mercs, and I've repaired the OutbreakEvent bug you found! Next version will have that fix. The Nyryloth utilize the "Drath" shipset as its base at the moment... it'll probably work once I've actually made their shipset. Otherwise other races would be giving you trouble since they are based on the Arcean, Torian, Drath or Korx set
Hrmm... 0.05 100 1000 Turning all of these to 0 seemingly did nothing... Mercs still went up in cost after hiring the first.... hrmph.
Ah Thank you! That's quite handy! Next version maybe I'll go with flat costs... my hope was to reduce credit cost but increase rare/unique resource cost anyhow. That's also informative about the GRM-Ideology... I'l have to take a look at that, and see if it crashes people who don't have the Mercenaries expansion. Thank you!
That's not necessarily a GRM thing... GRM doesn't touch what AI can or can't do. Also be aware you can get mercs through events and ideology and these are sometimes T2 mercs.
GRM 8.5 Released. Gauntlet's Race Mod Adds my new GRM-Governance mod for Intrigue. Adds GRM-Ideology for Intrigue to patch the events (not Crises) of Intrigue to be ethically compatible with GRM Ideology. If you do not own Intrigue, simply remove these two mod folders. Everything else should work without them. New Mod Description text file included by the way that goes over each
I've actually never found it... granted I only looked for it half-heartedly. I think they'd be much easier to balance with flat prices.
Glad to hear it!
Hrm... Go to my download page and try installing the "for intrigue patch" it controls the Global Defs file, which got updated when Intrigue landed, even though you may not use Intrigue. The patch might be needed regardless.
You could tie the chance for the fleet to retreat unscathed to its overall sensor power. Detecting the enemy at far enough range to make fleeing viable.