[quote who="Seilore" reply="9" id="3569089"] Quoting LunarMongoose, reply 8 Not "some" of them - more like "almost all" of them. Valid bug reports are valid bug reports regardless of methodology. I too fully expect a polished product, with a limited number of bugs and no game-breaking issues, at the R
TurielD
It's really nice that designs in the My Documents\My Games\GalCiv3\Designs folder can be used in ship blueprints! But there's still one exception, the game doesn't recognize a \My Documents\My Games\GalCiv3\Designs\Startup folder in the same was as \SteamGames\SteamApps\common\Galactic Civilizations III\Designs\Startup. This folder includes ship template .objgfxcfg files for starter survey ships, which are normally disp
[quote who="BlackSmokeDMax" reply="116" id="3569919"] Great post, you may want to even make a new thread just for that, just so there is less chance to miss it. [/quote] I'm honestly not sure that works better :P
[quote who="colsona" reply="3" id="3569916"] Ok, stupid question but how do I correctly identify the base component to move? Because I've tried to do this with no luck. So maybe I'm using the component. Thanks, [/quote] When you're designing a ship there's a row of components along the bottom of the screen, it's the first one :) BUT! if you've designed a ship on a starting 'box&
Request to aid modding: It's really nice that designs in the My Documents\My Games\GalCiv3\Designs folder can be used in ship blueprints! But there's still one exception, the game doesn't recognize a \My Documents\My Games\GalCiv3\Designs\Startup folder in the same was as \SteamGames\SteamApps\common\Galactic Civilizations III\Designs\Startup. This folder includ
[quote who="naselus" reply="6" id="3569889"] It might be worth seeing what happens if you re-activate the cloaking devices that are presently commented out, too - they might have component types that are usable in the same manner. [/quote] ooh yeah, I'd forgotten about those! I suspect it will 'work' as a container, so long as you give it a handled PrimaryStat. I expect the cloak itself wasn't included because the AI couldn't handle
The problem here is the ship designer measuring something about how far back the rear-most component is from your starting point to determine how big it thinks the ship is. To fix it, you can go to the ship designer and move the base component forward on the Z axis, that will make your design thumbnails go from this: to this: <img src="http://i.imgur.com/4
Yup, I found this one and put out a little patch/fix https://forums.galciv3.com/467065/page/1/#3568838 for it a while back. In the previous dev stream Paul said this had been fixed for 1.10, but its not in the optin.
You can always use the EscortCarrierModule type, that's currently unused :P
Guys, with 1.03 the designs need to go in to the SteamGames\SteamApps\common\Galactic Civilizations III\Designs folder, not the mydocs version, else the shipstyle won't work properly. I don't know if this has changed with 1.10, but I'll check that out (edit, it appears this *does* work, I'm surprised!). WFIW I just did a fresh install and put the mod files from here <a href="http://www.moddb.com/mods/starfleet-mod/downloads/rel
[quote who="naselus" reply="3" id="3569115"] This is largely why I unlock markets, farms and entertainment from the start. Well, that, and the fact it's a bit ridiculous to have a space-faring civilization who have yet to master commerce, agriculture and entertainment. [/quote] I think I'll do that too, though I certainly don't think that as soon as you can build a warp-drive you've automatically mastered the tech and ability to feed bill
Agreed on this. Economic tweaks to make you have to actually work to maintain a large empire - rather than it being inherently superior by default - are simply better. Also, I don't think research cost scales with map size but it definitely should.
[quote who="Ralle2" reply="8" id="3568792"] Sure I have to edit files. But which one? [/quote] Custom factions at present are not editable, you'd have to build a copy of your race in a modded FactionDefs_mycustomrace.xml file. Bascially copy over the data of 'terrans' or whatever and replace the relevant values with your own race's. Here's my personal Federation faction as an example: [cod
[quote who="admiralWillyWilber" reply="66" id="3568612"] Just wanted to point out I spent all night last night trying to add this to my mods for the second time and failed can some one tell me how to do this I would like to add the faction, but the computer hangs. Just want to add this faction to an insane galaxy added it to my mod folders. [/quote] Sorry it's so frustrating to install Willy. Can you tell me what version of the game you're currently us
[quote who="dansiegel30" reply="90" id="3568332"] stardock, PLEASE give us the patch notes and naming convention for the patch delivered 2 days ago. [/quote] I'm going to second this - at least give new additions to the opt-in a * or some kind of symbol that they've been changed in a later iteration of the pre-release patch so we can figure out what we can be looking for to test :)
On the dev stream this past friday Paul said that these were fixed in the latest 1.10 build - that may have been an unreleased version though.
As of yet no reports of further design-screen crashes with vB2! Next version will be out for the 1.1 patch and will be including a few designs by Echillion: his Sabre and Excelsior <img src="http://i172.photobucket.com/albums/w31/paulkember/2015-06-16_00001_zpsgikfj
Woot, finally didn't completely miss a devstream [e digicons]*_*[/e]
We really need to start working together on these things :P
[quote who="Nastytang" reply="9" id="3568568"] Quoting TurielD, reply 7 Just compared the code, and the file will break Xeno_irrigation and a few of the other stuff that's been altered with the more recent patches. For the rest surprisingly little actually. OK how do you
I think the trick will be getting the AI to follow starts like that on a 'regional' or perhaps per planet basis, once the AI is able to specialize individual worlds. I doubt that's something we'll be able to do from our end though, that ball's over in Stardock's court.
[quote who="SamDominion" reply="10" id="3568293"] As always TurielD, I appreciate you taking the time to go through all this. I'm this close --> [/quote] Thank you, and that would be a welcome tool... I was gonna make one myself for tech trees. [quote] Role = Assault? o
Cranky, this will change how the AI plays races, not how you do - so I wouldn't really expect to see much change except for the Terrans possibly working a little better in your playthrough :) Rspiccaver, are these AI tweak similar to Naselus' ones?
Just compared the code, and the file will break Xeno_irrigation and a few of the other stuff that's been altered with the more recent patches. For the rest surprisingly little actually.
[quote who="naselus" reply="50" id="3567962"] https://www.dropbox.com/s/u0oyvn1nejy5uy4/iabwip.rar?dl=0 This is the whole lot that I'm currently using. AI strategies are in the non-standard files, all of which are called '*strat.xml'. [/quote] Thanks mate. Just finishing moving here (it was a bitch to get the