Gauntlet03

Gauntlet03

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

Just think of it as this... you're actually very popular for tourists... but unfortunately your concept of public safety is terrible, the tourists keep dying, and you keep getting sued by the families lol.

6 Replies 36,417 Views

[quote who="Publius of NV" reply="5" id="3743677"] Ok, so I've read Frogboy's post about late game research generation being forced into late game wealth generation, and I don't see the point at all. First of all, I don't only use aid research late game, I sometimes use it earlier when a planet had nothing else I want to do with it, and secondly, even late game, when a planet has nothing else left to do, what's wrong with research? Why is wealth generation any better? I hope

18 Replies 68,445 Views

Sooo made some progress. 1) Got the whole "+massive bonuses to Homeworld and penalties to other places" to work. 2) Took a LOT of troubleshooting, and I just could not get the game to give the player extra tiles on the homesystem on starting via the ability. I did finally manage to unlock 10 tiles or whatever on the Homeworld only via a Tech. (and I could just award that tech to the player via an ability, but I've decided not to). ---So Isolationists have three techs,

1,416 Replies 4,486,523 Views

I believe the aid research was purposely restricted to the tech capital, as it is also significantly better, and designed to help pacing. I believe Frogboy discussed it in one of his journals leading up to release.

18 Replies 68,445 Views

"edit, citizens: if you can manage to have all citizens recallable, that would be a boon." Yeah I'll see about it, but so far it is eluding me... and I'm glad you like the Black Market Hub! I'm now working on "Isolationists" which will be intended to be a race that wants to build tall and not wide. I just got a neat little setup to work for them... they get +300% to Growth, Research, Military, and Social production on their homeworld. They get -50% to those stat

1,416 Replies 4,486,523 Views

Just an FYI for what it's worth, I also created a valid flavor text and uploaded it to steam with the same effects you had. I can't load a Flavortext for a race either.

3 Replies 9,890 Views

Goal: An ability that increases the starting population of the homeworld... or alternatively (since I haven't gotten it to work) an obscene bonus to the homeworld or faction for a LIMITED period of time. I used this code... no errors, but certainly not growth bonus. OnStartTurn 1</Criter

6 Replies 12,722 Views
Reply to .... in GalCiv III Modding

Yeah, that did it. Thanks all. @Horemvore. Would you care if I directly copy your visual UI changes for Diplomacy into GRM. Properly attributed to you of course?

258 Replies 1,223,286 Views

Galactic Trade Commission is a one per empire building that greatly increase trade income. Interstellar Travel Bureau is a one per empire building that is essentially the same as the Import/Export Center (tourism). Blackmarket Hub is a Starbase Module. -.1 mining (so negates your initial mining module) in exchange for

1,416 Replies 4,486,523 Views

"I have been playing with occasional anomalies. I can't say I'm checking what the salvage anomalies does, they all give 5 xp and 20 credits for me more or less. Perhaps if the flavor text was different ? Or they do something slightly cooler? An occasional durantium or resource?" If you read the text, and then review the ship's stats before and after, you'll find many of these increase ship moves or weapons. The dialogue can't display that bonus, so it is only written in my d

1,416 Replies 4,486,523 Views

Thanks! Testing... no crash yet lol. As for adding citizens... oddly enough you can add all you want without using a new globaltype, but you can't define anything other than one off trigger abilities unless you have a global type... and that means needing a new (or unused) one.

5 Replies 13,720 Views

I'm downloading now... a few questions! 1) How extensively have you tested the battles with this? Do you think the overall balance is about the same? 2) Have you modified the AI in any way? 3) Do you plan on hosting this via Nexus at any point? (Sorry, just not a big fan of downloading from a dropbox link)

3 Replies 92,292 Views

Progress Report: Anomalies added... about 7. Great. Added about triple the random options for flavor text for first contacts and war declarations. Going to work my way through all dialogue eventually, but I'm pretty happy with it thus far. Figure I'll do the peace talks and trade talks and leave it at that for now. Still testing a new dialogue file for a race... but I seem to have worked out the kinks, it can't do everything, but it does much more than the standard in-

1,416 Replies 4,486,523 Views

Funny... I do the opposite. Since the transport is mostly reusable, and I want more than one module in late game, and because I want transports to be relatively safe from a lone tiny/small attack ship... I end up building them into medium and large hulls, replete with a weapon or two. I've even had a few large troop transport/carrier hybrids.

3 Replies 32,005 Views

PS: GRM no longer modifies abilitydefs either... so you don't need to delete that unless you are using a old version of GRM. Be careful too, because I updated for Crusade when retribution released, for version 3.5 Hotfix/OptIn and that will likely be the last update for non-retribution.

33 Replies 141,971 Views
Reply to .... in GalCiv III Modding

Sadly I'm not able to open the file that downloads from the link provided. I was hoping to dissect some of your work (particularly the diplomacy stuff) and learn from it. If you get a chance to see what might be at issue? It comes through as a .rar and I use 7-zip or whatevs. Or if you feel like PMing me and sending me the files for Diplomacy additions directly. Thanks in advance either way, I get it if your busy.

258 Replies 1,223,286 Views