For GalCiv 3 Steam version, the Stardock Launcher is the first thing that appears when launching the game. It is annoying during mod development. Anyone found a launch option( wikia ) that skips it?
pendrokar
Yeah, I've felt that it is too easy to invade too. I was too late to spot an invasion fleet so I quickly Increased the resistance and planetary defense of my planet. But even with 8 billion population, 75% of which were willing to fight(Resistance%) and some 15% in planetary defence it was not enough to stop 2.5 in Conventional Warfare, who didn't even have high Soldiering. @Horemvore I guess you mean the DefaultShipPopulation tag. I just tried upping that to 100
This was actually working correctly. I just didn't have any Extreme Planets defined.
On February 2016 I sent Stardock a ticket about being able to set that a faction isn't part of United Planets. Stardock staff can look at ticket: #OKN-974-70473 Had mentioned this to Derek Paxton even earlier on May 2015. Seems that is how seriously Stardock takes the modding community. https://youtu.be/zee3KC6kIxg?t=5732 So how to find a workaround for this? Factions that defy a single resolution leave Unit
You can check DeviantArt artists for their interpretation on how the Ur-Quan Kzer-Za look like: http://www.deviantart.com/browse/all/?section=&global=1&q=ur-quan&offset=3
Yes, If you look at the home page of GOG.com, Offworld Trading Company is listed in the 'upcoming' tab.
Regarding number 3, that is simply not going to happen, defeats the purpose of having the 'first colony' cinematic and is the basis of the original civilization. You can however mod this by using the 'DiscoverNearbyPlanetOfClass' action, which will colonize a nearby dead planet. Thought it has to be an Ability, as GlobalDefs ignores it. Here is an example, which adds 3 Class 8 planets to the faction that uses this ability: <a href="https://gist.github.com/Pendroka
What I am trying to achieve with this is that certain races are only able to colonize certain planets. A planet doesn't have to have the IsExtreme parameter as prerequisites for colonizing is a different parameter. In the GalCiv3MapDefs.xml file there is the 'PlanetTraitLikelihood' parameter, which is currently set to .75(% I guess). Thought that changing this to 1 would do the trick. Nope. Even 100 and 10000 changes nothing or little. However setting it to 0 does ind
It seems like any of the options I had tried then gave the minimum amount of debug messages. Unless others in the community have found valid values, I'll have to send a ticket to @Stardock.
Agree, also the AI should declare war right before performing an act of aggression. This is how it works in Civilization IV, the AI builds up forces goes to the border and declares war right after the act of aggression. For GalCiv 3 the Zone of Control is not an actual political border, so they may go through it without declaring war. Though the "Warmonger" diplomatic modifier should not appear in case the owner of the ZOC decides to do a pre-emptive strike.
1. 1 to 2 or even 3 years regardless of research capabilities of a faction? Then you would have to deny all reasearch points and create your own point gaining system. The game pacing options can be changed within the PacingDefs.xml file, but they will apply to all techs. Otherwise you have to adjust each military tech individually. 2. No, currently nothing carries over in GalCiv 3's campaign between missions a reason why the Thalan don't show up in the last mission as you
The only way that I know in how to move a planet is to have the action "Wormhole" set upon it. This is something that is actually plausible for Star Control's Arilou race. You can see all possible actions in the ModifierEffectTypes.xsd file. How would shipyards work in conjunction with such if possible? Well, when a shipyard is un-anchored and moved, then construction is stopped for that turn. So a shipyard would not be able to move at the
I am guessing you are trying to replace the GalCiv3GraphicsDefs.xml as that is where zoom definitions are done, but no changes are occurring? I noticed the same with GalCiv3GlobalDefs.xml. They cannot be overridden even if you have the same filename. The only other option is to edit the core game file, meaning you would have to change it for every GalCiv 3 update.
For the heck of it I created all the races also using the faction editor tool and added it as a collection on Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=624186211
On the same topic. Sometimes a negative percentage factor also shows up for approval with just the same "missing info" text. Could be from an event.
It should be noted that Toys for Bob did not have a music department when making Star Control 2. The music was done by volunteers from the module tracker community. So there wasn't an actual unified theme for all the songs.
This is almost if not a total conversion mod of Stardock's Galactic Civilizations III based on Star Control game series. I making this thread as an announcement that a mod based on Star Control exists. Starting to get bored with the lack of tools to finish it, like official scenario editing, even higher res images from Ur-Quan Master's team, balancing the Ur-Quan and non-Ur-Quan races. Overview The ancient and advanced ra
The 100 player game was a single player mod created by Stardock's Derek Paxton. 99 of the players were AI controlled.
I am nolonger able to enable the console window with the input key. I tried changing the input key from '`' to 'Q', but it still doesn't work. Surely this is a bug as disabling the console window is not mentioned in the changelog and I'd expect an outcry from others. Or am I alone?
Two ways: 1) Disable the technologies in each race 's tech tree and reconnect the branch 2) Disable the carrier components To disable the carrier components, you have to copy the ShipComponentDefs.xml file, which will entirely override the original, which will ignore future updates. Then search for the following components: InterceptorCarrierModule AssaultCarrierModule EscortCarrierModule Either delete them, or make them
[quote who="erischild" reply="4" id="3572967"] I figure if I download a bunch of different ships with different equipment distributions, then as I explore the tech tree, I will get different designs available. That will be fun. [/quote] Fun is one thing you might except. The reality is that you'd hate such ships. For example a ship might use a sensor for which you don't care about, but still have to research technologies to enable them. What you really
[quote who="KarlBar99" reply="1" id="3570681"] So any feedback anyone? [/quote] The basic. What is this? At first I though, o cool someone is recreating the campaign, no. Making the Dread Lord scenario where Dread Lords are a race that is always at war with other races, no.
[quote]It turns out there's a HARD-CODED requirement to have the PlanetaryInvasion tech before you can invade. If I try to invade now I get a popup telling me I need the planetary Invasion tech. [/quote] So a ship with a Transport Module still receives this pop-up when invading? If yes, then this sounds like a game bug.
@Ralle2, nothing you can do. As binary custom factions are meant to be balanced. No way for you to avoid editing XML files.
There is a way easier way. Within FactionDefs.xml you add a tag called StartingTechs, where you include the GenericName found within the race's tech tree. The tag must be positioned between TechTree and ShipCallsign tags, you can see the order in the Schema file. Not sure what the generic name is for the techs you mention. Kinda like: [code="xml"] ExpandedTrade TradeRouteOptimization</StartingTechs&