AegisWolf78

AegisWolf78

Joined Member # 6861444
2 Posts 6 Replies 14,575 Reputation

[quote who="PhalanxWrath" reply="46" id="3807986"] Also, if I'm spending several hours making my ships look awesome, is there any way to include them in cutscenes, story snapshots or other things? Watching them in the battle cams was fine but perhaps there's a way to make these more cinematic too? [/quote] Well, for that they need to switch from pre-rendered cutscenes to scenes created on the fly with the game engine and I don't know how this could impact the

51 Replies 204,466 Views

About dead worlds, we could have the option to colonize them through dome (or subterranean) colonies; those colonies would have only 1-2 tiles and produce only credits (think of them as small commercial outposts), then we can unlock terraforming technologies to make the planet more abitable, unlocking more tiles and differentiating the type of produced resources (eventually arriving to make the planet fully abitable). Of course, Syntetic Civilizations should be able to

51 Replies 204,466 Views

About combat, I think it could be a good idea to take some pages from "Battlefleet Gothic: Armada": give the player the possibility to choose the fleet's initial deployment formation, then choose the ships' direction (as a group or individually). The ships then will lock on and engage the first enemy ship that enters their weaponry's attack range. This will allow to keep the classic GalCiv triangle, both offensively - Missile will be the first to engage (longest

51 Replies 204,466 Views

As Stardock has announced Galactic Civilization 4 (and development is well under way), is with a mix of happyness and sadness that I announce the release of Update 10.0 . This will be the final version of my mod (meaning that, from now on, there won't be new content released, maybe only bug fixes according to your notification). The highlights of this version are: - an overhaul of the Karivor Matrix

46 Replies 269,774 Views

Since the topic "combat improvement" has already been discussed (my 2 cents, a tactical mode would be too beautiful but also too difficult to implement), I'll go with my wishlist for another topic that I really enjoyed in GalCiv3, the Ship Designer: 1) first, standardize the textures among the various shipsets; it was a real pain to find the perfect part for the ship you were building and being unable to use it because its textures made it stick out from the rest of the

51 Replies 204,466 Views

Good news to hear, hope we can start seeing something about the game soon. On the wishlist of features, I know it's quite impossible to have it (because it would be too difficult/complicate/too heavy on the code), but it would be interesting if you can had a "tactical mode" to the combat, in which the player can manually control his ships on the battlefield, deciding their path and their targets and so on. This could be fun, as it would be add a new layer of str

28 Replies 163,144 Views

[quote who="redskittlesonly" reply="1564" id="3802819"] Loving these designs, how long does everyone spend making them? Just curious. [/quote] Well, when I create a new shipset the part that took the most time is finding a good idea to use as theme for the set, then trying to figure out the general look of the ship want to create. Once this part is done, usually it takes a couple weeks to create the first prototype (less time for Tiny hull, as they're a bit easier),

1,569 Replies 7,912,426 Views

Here comes the Small hull. Starting from this size, I decided to add another rule to the set, "no visible command bridge". Overall, the ship looks good, but maybe the turret are a bit too small, what do you think? <img src="https://cdn.stardock.us/forums/68/61/6861444/705c1c2b-68f3-4ffe-8aae-241de5c8a7cd.jpg"

1,569 Replies 7,912,426 Views

Hi guys, I hope you're all doing fine. I'm back here to show you the first ships from my new set. This time I went for a concept similar to the catamarans: two parallel hulls, linked together by a relatively small bridge in the upper zone. So, here goes the Tiny batch, with (in order) the Beam, Kinetic, Missile and Balance units. &

1,569 Replies 7,912,426 Views

Sorry for the necroposting, however I found that is actually possible to eliminate the ID code the game attaches to the name of your custom designs. You need to open the console and use the command shortshipnames , this will eliminate the code (however this also made possible to overwrite your designs - for instance, if you create a ship and call it "Battleship Alpha", then create a second ship and give it the same name the new ship deletes and replaces the firs

3 Replies 10,559 Views

I must admit, maybe my perception skills are not very strong. I'm playing GalCiv 3 for some years now and yesterday I noticed for the first time that, in the ship designer, I miss half the pieces from the "Altarian Prophecies" DLC: more specifically, I see only the parts in the right side of the picture, while the ones on the left are nowhere to be found (I double checked to be sure). Am I dumb and don't look in the right place or they're missing for real? &nbsp

0 Replies 11,363 Views

Drengin Intelligence report From: |REDACTED| To: |REDACTED| Date: |REDACTED| Sir The rumors we collected about a major technological breakthrough made by the Tarkosians turned out to be true; we discovered that they have built a giant megastructure inside an asteroid near their colony in the |REDACTED| System, something they called "Hyper

46 Replies 269,774 Views

Happy Easter folks! To celebrate the holiday, even during these difficult times, I'm releasing a new version of my mod, update 7.0 . The highlights of this version are: - a new shipset, the Karivor Matrix set - an overhaul for the Akros Sovereignty set, with updated custom parts, various corrections and redesigns to several models and the addiction of the starbases (all

46 Replies 269,774 Views

Really nice work, Naplex1! Your idea is interesting, personally I think you could use a different insect for each type of weaponry (for example, stag beetles for Missile, wasps for Balance, etc), then increasing the details and/or using different variants of the same insect for each type of hull (for example, using standard stag beetle for Tiny, a bit more elaborated model for Small, the rainbow stag beetle for Medium, etc). Back to my new shipset

1,569 Replies 7,912,426 Views

Guys I need a little help. While working on the template files for the new shipset, the game goes error during loading, giving me this message: C:/Users/User/Documents/My Games/GC3Crusade/Mods/Ship Design Expansion Pack/Game/ShipClassDefs_Newset.xml(0,0): error: String collision! String 'ProtoTypeAkroDreadnought_Name' and 'AIDefenseNewsetFury_Dec' produce the same hash. One of these strings must be changed to avoid collision. &

46 Replies 269,774 Views

One step closer to the end, this time I show you the Large hulls. As you can see from the from the Balance and Missile units, backpacks and thrusters have been improved (Beam and Kinetic units have also cannons mounted and the backpack, muck like Missile). <img src="https://cdn.stardock.us/forums/68/61/6861444/193cabfb-7fba-

1,569 Replies 7,912,426 Views

Another day, another design, this time it's the Medium Hull. As you can see from Beam and Missile units, aside from the improved weaponry, the thrusters and backpack have been completely redesigned. <img src="https://cdn.stardock.us/forums/68/61/6861444/0202b1c4-bb11-46e9-8124-8be213d7f203.jpg" alt="" width="449" height="573

1,569 Replies 7,912,426 Views