Gauntlet03

Gauntlet03

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

Yeah, I tried last week to make a custom home system. It can't be done append style. Perhaps some of us can join forces, and make a replacement file mod with 10 or more new home systems. We could then use that as a standard for custom race mods going forward?

33 Replies 25,096 Views

Hey there. 1) I tested the new ship set prior to buying snathi and the new assets were available. Good point on the logo, maybe I'll make a copy. I'd love confirmation on these items. 2) your correct, this faction was a minor race, I replaced the minor race worth someone else, and these became a major race. 3) Yea the Minzari yard sucks. But I couldn't think of something better. &

1,416 Replies 4,491,171 Views

Sorry for my delayed response. Been under the weather. Thank you for downloading! I'll try to check out your youtube series for sure! But my ill-health has not been in vain. I have finally finished the OSR retro set. It is available as a new add-on download and requires no DLC. It DOES require GRM 1.4 or higher! <a title="Click here to download" href="http://www.nexusmods.com/galacticcivilizations3/mods/18/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods

1,416 Replies 4,491,171 Views

Could be another cool aspect. A dyson sphere/mega construct that continually spits out random horrible super-transports that invade any nearby system... you have to mount a very large invasion force to destroy mega construct/invade it/etc. Sounds like a Mega Event.

7 Replies 56,762 Views

Right but his whole point is that this are not built by any of the current races, but rare remnants they can retrofit for their own use, which I think is pretty believable. If it weren't for the whole "flood thing" the Halo's would've been perfectly nice places to settle down on, no? I think it would be great to have these as super-rare, or maybe as an objective for a king of the hill style game.

7 Replies 56,762 Views

Hey there! Sorry for the confusion guys, yes, some of the files names have changed, such as the Clan Tiamat, and some of the appearances have been updated. It is possible you made a custom race that will need to be corrected. You can do this by A) Setting the race to a default appearance prior to installing the new version. B) If you installed already, add in the original appearance file from 1.3, then perform A, then remove the old appearance file. Also

1,416 Replies 4,491,171 Views

[quote who="TheShadowscythe3" reply="201" id="3591284"] Gauntlet - so far you have done the not-minbari and the not-narn ship styles. Is there any chance of a not-centauri and a not-earth alliance ship-sets/races in future releases? [/quote] Is there any chance? Yes there is a chance :) but other people are working on B5 ships and you can get a few EA ones, so I'm not too keen on treading there yet. AND

1,416 Replies 4,491,171 Views

Hey there! I see now. You need to look at FactionShipStyleSetDefs that file controls what shipyard and starbase models are used for each race. You can make a copy of the file that only includes your custom race and mod it from there.

1,569 Replies 7,902,824 Views

[quote who="JP193" reply="8" id="3591036"] It is a shame more people didn't jump on, but hey, nothing stopping people making their own ships for fun. Maybe there can be something like this in the future, possibly that I can help with to kinda reset the karma [e digicons]:P[/e] [/quote] I appreciate everything you said here. Find me on Steam, we will go from there, and if we ever do another contest, I'll happily take you up on your offer. <p

10 Replies 15,299 Views

Hey there! Sorry I'm late, nobody seemingly cared lol. Sooo JP193 ... you are the only submitter. SO to celebrate this unmitigated failure, CONGRATS!! YOU WIN! Seriously though, I love the supercruiser. It actually offers an interesting change in shape/design from the other Kirani vessels and I appreciate the description you gave and everything! If I come back to add even more designs to each race, I'll be trying to make some that fit in w

10 Replies 15,299 Views

I've been trying to make a custom ship component that would only be allowed on certain hull sizes. Anyone done this before? It would be cool for example, to have a VERY cheap, small thruster available as a one-per-ship, only for Tiny/Small that added jamming to represent increased evasion, as well as the speed bonuses. Or for that matter, special one-per-ship weapons that are "spinal mounted" and only allowed on Large/Huge hull ships.

2 Replies 5,063 Views

Very doable, I've done it, but I don't have the skill to teach the AI to combat it. Also, I felt it was too good for the cost and range of a MSB. I think a unique ring with a very small range is better.

7 Replies 31,265 Views

I think darenmoss gets that. But thank you too! Also, don't forget darenmoss, that all the templates for all ships are still available to the major races, so you can definitely still use the designs in multiplayer. Brad did get into some mod stuff and what we can expect the priorities to be here: https://forums.galciv3.com/471633/page/1/#3590304 Its definitely disheartenin

1,416 Replies 4,491,171 Views

Right, so you should probably try defending your empire :) But, it could be a 100% chance a turn, minus planetary defense or resistance if you like And definitely an act of war. :) but this way a transportless enemy is still very dangerous

7 Replies 31,265 Views

Yea, a complete guide is futile, the game files and details will likely change continually as we get bigger and better features and such. I might do a ship style tutorial video, but then I might lose my monopoly :) Also I know ZERO about the AI, I leave that to the smart people like Naselus.

15 Replies 55,283 Views

They should be bombarding you and destroying 1 improvement per turn. That would certainly have an impact and make some sense. I miss ascendancy and it's limited ammo bombardment components lol

7 Replies 31,265 Views

Yeah, they really should just utilize the jamming trait, and make these doubly effective on speed, so they are worthwhile. In theory a interceptor class battleship with many thrusters and guns could be really good at hitting carriers

18 Replies 30,843 Views

I'd like it if they would raid a planet, and you have the option to pay them extortion money and go away, and otherwise they bombard your planet and destroy some improvements and create a m morale penalty for a time

18 Replies 76,723 Views

[quote who="Petri Kokko" reply="28" id="3590705"] (if one is even needed...) [/quote] Its not, but I like your explanation too. At any rate, Joe mentioned the cheap cost of fighters, since this is a SB module, the cost can be front loaded into the module itself, as well as a increase in maintenance fee. Right now I have this module costing 3 credits per turn and costing 2 construction points (not to mention, its the third upgrade in a chain, so it tak

55 Replies 82,192 Views

Well, works for me. I'm dropping the ability to escort ships in the area of effect, because it was doing per ship, and I wanted per fleet. And it did seem like just too many fighters. So planets, yards, and bases get these guardian fighters. Arguably the fighters have rudimentary hyperdrives that require frequent refueling, and there is a refuel network in the area of effect coordinated by the MSB.

55 Replies 82,192 Views