Mark Short

Mark Short

Joined Member # 639228
0 Posts 1 Replies 684 Reputation

[quote who="Old-Spider" reply="5" id="3935200"] I've reviewed this and found 52 places where ship was used in ShipClassDefs.xml when it probably shouldn't be there. A quick search and replace fixed it for me in a mod. I haven't tried the mod to see if anything was messed up by the change. I think it will take more than a quick fix to fix it and make sure it didn't break anything. [/quote] I think the "Ship" suffix is

13 Replies 11,496 Views

Through much trial and error, I feel it is safe to say that players (even modders) have very little control over Galaxy Map generation. Via manual manipulation of the Prefs.ini, MapSizeDefs.xml, and StarClusterQuantityDefs.xml, players have: questionable control over the number of Sectors generated via StarClusterQuantityDefs.xml for example, I can get the Galaxy (shown below) generated by setting 'Ma

11 Replies 13,711 Views

The following (StarClusterQuanityDef.xml , not what is contained in MapSizeDefs.xml ) appears to dictate number of sectors being generated. For 'Huge' maps using the 'Many' setting, it appears to be capped at 10 Max Sectors. I would much prefer for the UI to let me set this value myself rather than all of this senseless obfuscation. &l

11 Replies 13,711 Views

This is more than just 'amiss'. Galaxy Map Generations is currently broke in v2.7. With the following UI Settings: Large Galaxy (which is really Huge Galaxy, internally) Max Setting for Sectors Max Setting for Distance from other Civilizations Using the default number of Civs for the map size (16 Civs) I encounter the Iconians on T3. From the map below, their home planet is practically adjacent to my own.

0 Replies 2,532 Views

1. As far as sector generation, there needs to be a value more definitive than "Many" in the UI. This is just nuts! 2. The following are the settings from most recent "prefs.ini", yet I cannot tell they are even being used. Note that 'GalaxySize=Huge' below is a result of 'GalaxySize=Large' in the UI. The 'Large' category no longer exists in the XML files and was replaced by 'Huge'. (a complete

11 Replies 13,711 Views

After about 10 attempts finally got my own sector.... but nothing like I wanted for the rest of the Galaxy. I do not want a huge sector and the rest of the AI to be starved of expansion space. Desired: 8 Medium Sized sectors with approx 2 Civs / Sector. I was previously able to do this from the UI without having to go Mod an XML file. FYI - I changed the Galaxy settings to "Large" this time hoping it would give more space for more Medium sized sectors.... but n

14 Replies 3,943 Views

*sigh* Rolled again. Sectors are now too **** big. I know there are at least 3,4,5,more other Civs in the following. Actually, I much preferred the base GalCiv 4 settings (before even SuperNova). You really had much more control on Galaxy map generation than either SuperNova or v2.7. In basic GalCiv 4, I could easily generate 8 sectors with 2 Civs per Sector. Try doing that now! <img src="https://cdn.stardock.us/forums/6/39

14 Replies 3,943 Views

Basically, what I want and was previously able to do was generate a map with a lot of small to mid-sized sectors. What you have now is a chaotic mess with many of the user map generation settings completely ignored. [e digicons]:maybe:[/e] [e digicons]:maybe:[/e] [e digicons]:maybe:[/e] How exactly can removing a player's control over the map generation parameters be perceived to be an "improvement" or a good thing?

14 Replies 3,943 Views

The screenshot is to show an example of the side-by-side comparison done and the type of changes made in the v2.7 update. Just the ones I have reported, which remain unaddressed include: Beam Wpns vs Particle Beams (also previously reported by others) Incomplete / inaccurate leader trait tooltips Issues with the Ship Design and Ship Availability Incorrect linked ship types in the Ship Designer Ships not becoming available to buil

4 Replies 2,457 Views