[quote who="ManiiNames" reply="429" id="3630388"] Q: Which file contains the definitions of your new minor races? I can't find them. [/quote] [quote who="Gauntlet03" reply="430" id="3630409"] Go into the GRM folder and look at "0-GRM FactionDefs" [/quote] I modded your file to remove the colony ships from the minor races. I decided I could live with the fact that there were now a zillion survey ships (from pirates and Minors) but I couldn't
ManiiNames
There does appear to be a trigger for OnConstructModule , I lifted that from the Mercenary which adds the big influence module to a starbase. However I can't seem to get this trigger to fire. Any thoughts?
Goal: I am working on a mod around starbase hitpoints being augmented through modules. Current Implementation: To add health to a starbase I am using "HitPointsCap" and then adding say +50. Problem: When I add hitpioints in this manner it raises the cap, but not the current value. So my starbase now has 200 / 250 health and has to slowly use strategic repair and heal up to 250. This kinda sucks. Anyone know of a good way to set or augme
Q: Which file contains the definitions of your new minor races? I can't find them.
Other projects will swallow the overflow resources, but they will also provide benefits. Military project does not, that's the bug.
Yep, it's been around for a while.
Issue: Pirate Survey Ships are stealing my anomalies! Background: I enjoy roaming around looking for and exploring anomalies. It's something fun to do in the early stages of the game while planets are being built up. Question: I am very comfortable modifying code. Where in your codebase would I need to go to delete pirate survey ships from existence?
Thank you Pshaw.
if someone knows please tell me how the formula works.
I play on a superwide monitor, 38something x 1440. Single GPU, game works fine but it does slow down some eventually.
Q1: Why do they like me? A1: There are a lot of things which go into whether a foreign race thinks you're good or not. Ideology does impact it, with opposites being a -3 diplomacy modifier, but it's not the be-all-end-all of why relationships work. Within the main diplomacy screen (the big ring with you in the center) mouse over one of the other races. It will show you all (most) of the modifiers which are impacting things right now.  
Personally I think the accumulation of changes leading up to this expansion are quite profound. I too am an elite founder, and I still think GalCiv3 was worth the money.
I'd like one for renaming a Starbase. Every single starbase I rename so I can remember why I built the thing.
It is broken in v1.61, but (partially) fixed in the opt-in version 1.7. In 1.7 you get 10% health and a 10% reduction in maintenance costs.
Thank you.
[quote who="a0152570" reply="11" id="3628023"] One thing you can do is edit the Basic constructor so it auto upgrades, give it a filler component for drives and modules. With transportation specialization and some research into capacity improvements, you end up with a PDG starbase upgrader. [/quote] Edit it how, the XML files? Care to give an example?
Or you could go in for a true programming tool, something like IntelliJ or Eclipse.
The community would like to see an example!
[quote who="ForesterSOF" reply="4" id="3628032"] When I make a starbase with just one constructor using one module on turn 17 I am able to add 3 to 6 modules after going economic. It only seems to stop when there are no more modules and if i stop early there is no ship to eject. [/quote] You can add all the modules you want, however they will not actually get BUILT until you supply the starbase with more constructors. This is the new queueing system with 1.7
I do not understand?
some searches will yield the answer. Quick recap: add the word "CHEAT" to your executable in Steam, then use the tilde key ~ to open the console in game.
I agree, is a new annoyance. I fixed it by UNSELECTING all of the ships in the fleet, which I was then able to move properly. What appears to be happening is when you form a new fleet and then want to move it in the same turn, some of the component ships are still individually selected. You need to either UNSELECTING all of them, or select all of them before continuing.
Setting your wheel to 100% research is actually counterproductive. You can get almost the same about of raw research while also getting wealth / manufacturing by setting it to a lower value. Personally I run 44M - 44R - 12W most of the time, it's pretty efficient.
Unfortunately I can't seem to start the game with a custom race. Turned off mods, trashed my old designs. Trashed my old race design and recreated it. Every time I start with a custom race I get a random core game race instead. Currently deleted my install and am downloading the whole thing fresh, just in case.