Gauntlet03

Gauntlet03

Joined Last seen Member # 847148
89 Posts 1,666 Replies 2,484 Reputation

Hey there! Sorry for my silence/absence as of late... Fallout is my one true love, and she has me locked up right now. @Derek, please by all means if you haven't already! Anything I can do for you is a GO. If you ever need to reach me in a time sensitive matter, email is best via [email protected] Thanks! @TheHordesman Uhm... sounds like you didn't do a fresh install of the mod last round. Do you know where the custom race

1,416 Replies 4,494,035 Views

Regarding the descriptions, I always put my descriptions right in the direct XML file (cuz I'm lazy) instead of a separate descriptions reference file. Never gives me a problem, its just that when you edit your XML lengthy descriptions can make the process a little bigger, but I benefit from having only to edit the one file. Hope that helps. AS for the ships. No... I would check your settings one of them lets you see all ship designs.

63 Replies 373,170 Views

The Factions Def was absolutely a problem. One of the minor race's was causing the crash. I have uploaded a new version of GRM that fixes this, V2.1 However, for those who have downloaded, to help you avoid lengthy download times, you can download the single replacement file in the GRM 2.0 Crash Patch. This file needs to go in your Mods/GRM/Game directory and replace the existing file, of 0-GRM FactionDefs.xml http://www.nexusmods.com/galacticcivilizations3/mods/18/?tab=2&

1,416 Replies 4,494,035 Views

Hey there. I've noticed myself getting crashes, upon map generation, but it seems random whether the game will crash or not. The crash rate increases with map sizing. I've tested various races to no avail. However, it occurred to me, that maybe the problem is a minor race. Removing the minor race file has seemingly ended the crashing... so I suspect there is an error with a particular minor. So you may want to take that file out 0-GRM FactionDefs in the

1,416 Replies 4,494,035 Views

No, sorry that isn't the cause. Those names determine what ship is previewed when selecting the ship style. I never designed specific survey ships for those sets and instead used the beam ships. It is possible something else is wrong with the races. Have you tried making a new game with them present but as AI players or without them entirely?

1,416 Replies 4,494,035 Views

My concern is the fleet building more than competency of the AI, sorry for any confusion. Prior, I was seeing fleets of ships up to about 8 units, on normal. I'm playing on gifted and can't mind a fleet of more than 3 units. I'm using FOW code to see the map and just flabbergasted.

6 Replies 16,048 Views

I'm having some mixed experiences with 1.4 Before release, I had plenty of enemy fleets attacking on Normal or Gifted, I generally murdered them, with superior ship design and gaming the role system. Now post release I'm playing on Gifted and races with 1000 points in power ratings have nothing but the occasional ship, constructors and starbases... I haven't seen a fleet bigger than 3? Not a single invasion attempt... I did start playi

6 Replies 16,048 Views

I'd be surprised if this was ever done. But otherwise I don't think I would expect it before 2017. I'm not trying to be sassy, its just that they've posted their short term plans and MP is a very low priority for most players. Mod support is also somewhat low, so some sort of combo of the two is very, very unlikely.

5 Replies 7,698 Views

Hey fellow modders. I'm wondering where I might find a comprehensive list of valid triggers or effects. I'm interested in a ability where a race earns credits for each ship they destroy or victory in battle?

0 Replies 5,936 Views

@seafireliv : Cool idea, and I'm all for having to spend research time to speak to any given race, its neat, though, perhaps enabled if one or the other party spends the time. In general, my issue is that the current system is a system of barter, and an absolutist one, and the only choice you really have to make are research choices. This notably, makes diplomatic victory another version of research victory, and not a fully unique victory type. That is okay it doesn

12 Replies 9,681 Views

I totally agree. I think its fine to have tech provide bonuses to agreements, bonuses to likability with particular personality types, or increase the chance of gifts from your supplicants. The following should probably not be tech locked. 1) Non Aggression Pact (Temporary) 2) Open Borders (note, that if you don't have this with a empire, destroying their ship within your territory should not be considered a act of war, but decrease relations) 3) Dec

12 Replies 9,681 Views

Well I'm not exactly certain what you mean. So, I'll explain very literally what I've been doing. To add a new starbase type, I could add a append file. But, to prevent OTHER starbases from being able to build that module, I needed to copy starbasemoduledefs into the mod folder. This then supplants the game's core file from what I can tell. I did the same for hulls. Copied shiphullstatsdefs, tweaked some values and dropped it into

18 Replies 42,027 Views

Update available on Nexus! V2.0 does the following: 1) Updates to use V1.4 Starbase values 2) Reduces the support field expander from 4 to 2 3) Increases Mining Base range by 4 4) Increases sensor ring module sensor ranges slightly 5) Removes the broken Large Constructor 6) Modifies Tiny and Small Hulls: Tiny Mass: 40 (from 25), Tactical Speed +20%, Jamming +20% Small Mass: 60 (from 50), Acceleration match

18 Replies 42,027 Views

Hey there! Excellent feedback, and thank you for posting. 1) Support field, good point, I just naturally don't abuse it, and only use it on mining and military bases. I'll adjust to be base specific. 2) Sensor stations... I agree and disagree. Yes it limits their utility, but the point wasn't for you to be able to spy on your neighbors, so much as review your own security. Its still likely more effective to spam a few sensor boats, but the station pro

18 Replies 42,027 Views

Kinda related question. The buildings that increase trade value. Do those only work on trade route homeworld? Or is it a global modifier. I think I'd care less about micro managing the homeworld if it were global for trade posts/etc.

8 Replies 26,962 Views