Could you please edit your post to have less spaces... it is very distracting. I did get about a third through the post. "The find money/resource mission dousn't work" This has not been true for me... are you certain you have a government type that allows for said missions... how is it not working?
Gauntlet03
Will your fix also apply to all other things that have admin costs? Or for that matter, ships that use any sort of resource or specific item. For example, upgrading ships with Precursor equipment is not possible... or upgrading a ship that cost say 10 durantium to a ship that costs 5 durantium costing a new durantium cost... so that the ship's lifetime cost in durantium is 15... even if the components used are the same. Just curious. Thanks
[quote who="PocusFr" reply="1252" id="3742012"] Gauntlet, I'm very surprised that you did not touch a single thing in improvements and shipComponents. Are you happy with Stardock idea of balance? [/quote] Strictly speaking GRM was not intended to be a gameplay modification mod... it's delved into that... over time and as a result of my desire to flesh out the experience of using GRM. GRM is now in effect a visual "total conversion" and mostly a total conversio
[quote who="ForesterGC" reply="1250" id="3741953"] Design idea. I have been watching "The Orville" on FOX and like where the robot race is going. Their ships seem to be balls. Along with being robots all the life support stuff would not be needed so more room for ... In essence a superior robot race that will stab you in the back unless you convince them otherwise. Diplomacy, Trade and Influence is what you need to beat them. Just being stronger will not
[quote who="Ashbery76" reply="1253" id="3742033"] Cool lore dude.More interesting than vanilla,heh. [/quote] Thank you! Best compliment of the year! Been working on that lore for a while... and for the wiki I had to commit to a lot of specifics lol.
I just made it and got it working in 2 minutes. Unzip the following file/folder into your Mods directory under your GC3 Crusade Folder in My Documents... https://drive.google.com/file/d/1LYHAyD1xZ0zYBgnFWVkUdknT9nVd7a_O/view?usp=sharing
Changing the direct files doesn't generally work. 1) Because the game uses these compiled versions like Core.bin and the files you see are for reference half the time. 2) Because Steam validation can occur. So you have to use a mod and you only need to alter one file GlobalDefs ... but you have to use the right version which I believe is in Retribution's folder in the game directory. Copy that to a "MyMod/Game" folder within your MyDocuments GC3Crusade d
annnndddd with the release out (and thank you to those of you who donated in response!) I'm working on filling out designs for the next version... Vanguard, Veygar, and Minzari shown here... <img src="https://cdn.stardock.us/forums/8/47/847148/e3bedd67-b06d-4015-ae02-69b4fb93879f.jpg" alt="" width="1000"
"Nice stargate Gauntlet! (by the way, you used the translucent sphere from the Tywom set to create that distorsion effect, right?)" No... it's one of the weird spheres in the generic bits or whathave you... I really like that design, though I think the turrets could be a bit bigger... at least the main two. It is definitely a interesting profile and I love the engines. <img src="https://cdn.stardock.us/forums/8/47/847148/341d4f9f-4daf-4df7
Hey there! Please do report any typos! Tracking them myself is next to impossible! So yeah, just send it here or an email ( [email protected] ) As for the Fulgar... they shouldn't have any admin bonuses... however... you are not counting the starting fleet right? Those won't use admins as they're pre-built freebies. I just tested and when I order a colony ship or constructor an admin point is used.
What about constructors/etc and admin cost? Did that get fixed.
[quote who="ForesterGC" reply="1243" id="3741778"] That was fast. [/quote] Indeed! Thanks! It would've been same day as release if the release version hadn't disabled mod support. For next version I'm hoping to make another 8 or so hypergates... My generic one isn't suitable for races like the Jun-Jilar. Additionally I want to add ten or so new anomalies.
The Terrans I think might have that... part of whatever ability gives them Hyperion improvements I think. Also campaigns are there own environment... so its entirely possible the campaign suffers that bug and nothing else does.
I thought that was clear in my post regarding version 8.9 for non-retribution, my bad. But yes... definitely use the Hotfix version.
GRM R-1.0 for Retribution is now uploaded! https://www.nexusmods.com/galacticcivilizations3/mods/18?tab=files The GRM Universe has a wiki! https://sites.google.com/view/stellar-codex/home What's new? New
Urg. Seems they replaced "earlyeventsdefs" from the Intrigue folder with this StartingEventDefs in the main folder... added a few lines to the entries and a couple of new ones. Weirdly weighted too so you always get the first few and rarely the dozen or so others.
Excellent information, thank you very much!
Yeah... early game its not as pronounced, but once you can produce Huge hulls in say... 3 turns... well 3 Tiny can never equal 1 huge as the game stands. It's too bad... I kinda wish we could build "Squadrons" of Tiny ships and pairs of Smalls. Or that there was a strong "Rock paper scissors" element to hull vs hulls... Similar to Homeworld (Strikecraft trumped Frigates, Corvettes trumped Strikecraft, and Frigates trumped Corvettes)
Well you may want to consider rephrasing your question next time because it reads pretty "loaded"... the subtext instantly said to me (and others) as: "Stop complaining, it's your own fault for trying." in a sarcastic tone. It reads aggressive and disingenuous to me and he obviously took it that way. Part of it, is that modern culture has generally trained us that when someone says "Let me ask you a fair question" we've learned to expect quite the opposite. ....
So I don't think there is any value in smaller hulls... if you have larger hulls, use them. The only reason I employ medium hulls once I have large hulls in the game is because of production times and my desire to get X amount of power to a area in Y amount of time. If I'm given infinite time, I would always field nothing but Huge Hulls and then whatever sizes needed to fill in the last logistic slots. The logistics cap and the inability to produce more than 1 ship per turn means that
Well... a few thoughts... 1) in the age of "games as a service" is a game ever finished? The answer is no. So when precisely should someone offer a mod or not? The answer is simply that there is no right or wrong time, merely a matter of the work involved. Otherwise I'd have to ask exactly why an "unfinished game" is even for sale... I don't buy "unfinished" cars for example. 2) Do most gamers wait for the game to have sold its maximum numbe
Ah that seems to be it. Thank you very much, your always so well informed!
From playing there seems to be at least two new events, Illegal Cloning and Mysterious Outpost... I cannot for the life of me find the file in which they are located... Anyone have a (confirmed) file? It is NOT: GC3/Data/Game IdeologicalGalacticEventDefs GalacticEventDefs ColonizeEventDefs GC3/DLC/EXP3_Intrigue/Game EarlyEventDefs EXP3_CrisisDefs EXP3_CrisisD
Some race abilities negate the effects of nebula... could that be the issue?