Thanks for the reply, Heaven. How do you make a spell only available to a particular faction?
Aerion Istari
Is there a way to force your custom sovereign to either start with or acquire specific heroes? I want my custom sovereign and faction to use heroes of the same race/faction.
I just installed and started plying SK today. I've in the past played Elemental/Fallen Enchantress/Legendary Heros without any issues. But after maybe a dozen turns, my screen suddenly turns completely the yellow and I can't do anything but hard reboot my computer. Anyone seen anything like this or have some suggestions? <di
f you use steam, goto library and right click on the Galciv3 game, and you will see properties. After that, in the default General Tab, click on the launch options button. Here, type in "cheat" and this will be added to the process launch of galciv3. For those that dont have steam, you will need to create a shortcut item of the Galciv3.exe, and then right click on it and go to properties. Notice the TARGET LINK, which has the direct path and name of th
Kryo, I'd love to see the GC2 ship components added to GC3
1> Filters and sorts on the Ship and Colony lists 2> Hot key to pick Rally Point (Was the T key in GalCivII) 3> Ability to mine from any starbase. 4> In Ship Designer a global size slider to set the size of the entire ship with ship size in meters. 5> The ability to change production on multiple shipyards from the Governor's page as we had in GC2.
I designed this large ship. The main hull is displaying extremely shrunken making the ship appear to be a flying wing on the main map. I can provide the ship files or the saved game if requested. <img src="httphttp://www.curtis-home
Colony maintenance might be too low, but I find that ship maintenance is very high. I suppose that if you were forced into a war early game, you might be glad of the cheap colony maintenance.
Is it possible and has anyone tried to mod the ship parts (jewelry) from GalCiv2 into GalCiv3? Some of those parts I'm really missing in this iteration of the game.
I'd prefer a Mod Organizer instead of NMM.
1-Add a hotkey for Rally Points. With GalCiv2 you could click the "T" key and immediately get the dialog to select a Rally Point. 2-Add sorting to ship and planet lists (list on right of screen) as GalCiv2 had. Extra credit if you can also filter ships or planet based on criteria such as ship size or sponsorship of a particular shipyard. 3-Since mining is far more critical to the game, allow the ability for a starbase to have more than one base function (i.e. can b
I started out being impressed with this mob until I noticed the lack of farms. I played a couple hundred turns figuring I just needed to research the right tech. When I finally realized no farms were forthcoming, I quit the game and headed here to verify my suspicions. Nice mod but the lack of farms is a show stopper for me. I want more control over the population of a planet than the one-size-fits-all solution you provided. It seems silly that I can build multiple l
[quote who="Brewskin" reply="33" id="3385123"] Quoting Kantok, reply 32 Quoting Cackfiend, reply 26 Lord Xia's reply in this thread is interesting too. voting no with the reasoning he didnt want SP compromised in order to have MP in the game. Is that really all that people worry about? I think thats a bit silly tbh as they wouldnt have to touch anything balance/feature wise A portion of (or most of in my case) the reason why people don't want MP
[quote who="GFireflyE" reply="12" id="3375021"] Quoting Aerion Istari, reply 11I've always treated staffs as a focus item first and a weapon second. But a staff that gives a low power ranged attack without a mana cost would be a good addition. But the big problem with anything that gives a ranged attack is the huge hit you get on initiative. That means they may not be able to cast that crucial spell in time to save a champion or win a battle. I understa
[quote who="BernieTime" reply="9" id="3370877"] Just a thought, but I wonder if you could incorporate a life steal effect into a staff.[/quote] Or a mana steal? That way they keep the ability to cast well into the fight.
[quote who="Heavenfall" reply="15" id="3374264"] Seed is randomized because a static seed allows you to predetermine the sequence of returns, not because the returns would be the same numbers without randomizing the seed. Unless they have chosen a static seed that just so happens to give a sequence of results where pairs are probable, changing seed will have no impact on this.[/quote] If they reseed the generator every time they call it but call it with the same seed every time
I've always treated staffs as a focus item first and a weapon second. But a staff that gives a low power ranged attack without a mana cost would be a good addition. But the big problem with anything that gives a ranged attack is the huge hit you get on initiative. That means they may not be able to cast that crucial spell in time to save a champion or win a battle. I understand why they do that (to reduce kiting) but as soon as you put a ranged weapon in your caste
I don't know how it is coded so I can make any specific statements... but I'd have a look at how the code seeds the random number generator. Is it possible the code is passing the same seed for subsequent calls? http://www.cplusplus.com/reference/cstdlib/srand/ Initialize random number generator The pseudo-random number generator is initialized using the argument passed as seed . For every different <var
Assassins should become archers. Defenders are great tanks to keep nasty-bad foes off your mages and archers. My ideal primary party (and in this order) includes a Mage (DPS), Defender (tank),Mage (healer/archer), Assassin (archer) and Warrior (DPS).
Thanks Bluegreen. But for some reason, that doesn't work for me. Must be my Logitech mouse and drivers. Anyone know of an alternate method?
Is there a way to rotate the perspective in Builder's Forge to view the tile you're designing in another view besides top-down?
If I recall in MoM, you created items with a spell. You could pick attributes of the item you want (usually jewelry IIRC) and depending on how many or powerful attributes it had, the longer it took to cast the spell.
What happened to your QuestMaster tool? I've been looking at it and using it. It's nicely done.
From a modder's perspective, I think the biggest thing that needs to be changed for a FE mod to work in LH is for all damage types other than Pierce (Cut/Blunt) needs to be changed to Pierce. Item weights have been done away with and replaced with reducing combat moves but I think that leaving the weights in would probably still work but would be ignored (though I have not actually tested this). Even the Champion goodie huts still work but the game will not add them randomly.<
Actually, from a modding perspective, there isn't much difference between FE and LH. Many mods would work with either or require very minor changes to be portable.