Old-Spider

Old-Spider

Joined Last seen Member # 2451921
10 Posts 249 Replies 5,421 Reputation

For quite a while there have been complaints about the starting locations for races being too close together. I have experienced this many times myself. In version 3.03 changes were made that were supposed to keep the starting locations from being too close together. I don't think they work as well as they should. There are still complaints about the spacing with the new values. I recently had a start with 2 races only separated from me by one star. <b

7 Replies 20,979 Views

I'm sure there isn't a way to disable these in the game. However, it is possible to do what you want with mods. I had already made a mod to eliminate the trade route lines. I knew the lines for asteroid mines were in the same file, so I made a new mod that eliminated them. I was sure the battle prediction text was in a file for the UI text. I checked and they were all there. Instead of deleting them, I changed them all to be "Hope For The Best" with al

5 Replies 35,228 Views

Paxton's Emporium in a one-per-galaxy building, so it should not be possible to build more than one. I and others have reported that it is possible to build more than one, but it was not obvious why. I have been investigating every time it happens in a game I'm playing, and I have finally found a reason and have a save that reproduces it. The reason it can be built more than once is that the race that first builds it will destroy it later. Since none now exists in

0 Replies 7,650 Views

I verified my files and got the usual .bin and .dat files. I started a new game and saw 3.2 at the lower right. I went straight to the tech to get hydroponic farm. It still costs nothing. I checked the ImprovementDefs.xml in the Crusade directory. There is no line for the for the hydroponic farm. The values for ManufactureLife are what <a id="ctl00_ctl00__Content__Content__RepeaterReplies_ctl00__LinkUser" title="Click use

26 Replies 180,052 Views

I found the problem that makes the Star Control Heroes do nothing when using this mod. They don't have any ships they can build. Their ships were added to ShipClassDefs.xml in the main game, but this mod overwrites it with one that doesn't have their ships. When I added their ships to your version of ShipClassDefs.xml, they work as they should. I don't know if anything else needs to be changed, but this fix solves the problem that causes them to do nothing.

258 Replies 1,227,041 Views

I started another game in a smaller galaxy. After playing a while I opened the console and used fow to see everything so I could check on the Star Control Heroes. This is what I found. Mowlings start with an extra planet in their star system; they settled the extra one and no more. Tywom start with an extra planet in their star system; they did not settle it or any other planet. Free Trandals start with an extra planet in their star system; they did not settle it

258 Replies 1,227,041 Views

I installed 1.16B and started GalCiv3 without any other mods. It worked without a problem, except I didn't get any new races. I may have some, but not all, of them already installed from the workshop. I didn't have any errors with ships or ship styles. I am using Intrigue 3.1 with all four of the Star Control Heroes in the game. I was on a very large galaxy and never met anyone before I quit playing.

258 Replies 1,227,041 Views

I have downloaded 1.15 and 1.16B and opened them with 7-zip. In both cases the Factions directory contained 4 empty folders. Here is 1.16B.

258 Replies 1,227,041 Views

I have been playing the 3.1 opt-in. In my latest game I tried to build Paxton's Emporium, but someone beat me to it. Later I noticed it in the list of things I could build, so I built it. I ended up using some saves during this game to investigate how arable land and food are handled by races that don't use food. While doing this I decided to look for the first Paxton's Emporium that was built. I never found it. I think this means that a race built it fir

0 Replies 4,709 Views

I started a new game with the latest update from today (Thursday). I saved at the start and after turns 52 and 100. I then used the console and the god command to see what was happening with food. YOR Their home planet of Iconia started with 3 arable land. Several of the planets they would settle had various amounts of arable land. Sometime before turn 52 they went on a slash and burn rampage. All arable land was gone by turn 52, and other things

36 Replies 282,390 Views

I have started several games with the op-in to check various things. I never reached 100 turns before starting a new game. That may explain some of the things I'm about to report. The Yor haven't built a farm, and they haven't destroyed any arable land. They still have empty places to build, so they may not feel the need to destroy any arable land. I probably need to play more turns. As <a id="ctl00_ctl00__Content__Content__RepeaterReplies_ctl00__LinkUser

36 Replies 282,390 Views

I just tried loading both of these into Intrigue 3.05 without mods. New3 crashed after 2:33. A crash report was sent in. After restarting GalCiv3, new 2 crashed after 0:41. Another crash report was sent in. I have never had a problem with long saving and loading times with my computer and certainly no crashes like this with my saves. I decided to check RAM usage while loading new3. This time it crashed at 2:20. I got a screenshot of RAM usage

62 Replies 112,544 Views

I'd be more impressed if they could do all my yard work for me. [e digicons]:grin:[/e] It looks like this one could get there before too long.

4 Replies 55,293 Views

In order to speed up the starting time for GalCiv3, it doesn't read and compile the xml files that contain all the data. Instead it reads precompiled files with all the data. There are several of these. In a post some time in the past one of the devs added a comment that they are usually updated if they are more than a certain amount of time old, if I remember correctly. I don't remember what the time was. I also don't know if it was here or on Steam, and I haven

2 Replies 20,262 Views

Now that SC:O is out and engineers are available for GalCiv3, I think it's time to report some of the bugs and other things that exist in GalCiv3. I have been checking out these bugs and other thing while playing the game and trying to get as much information as possible about them to make it easier for whoever is working on GalCiv3 to find them and verify they exist. Hopefully that will make them easier to fix. I have included a lot of information on how to find the bugs an

5 Replies 27,489 Views

[quote]Fixed the Trial by Fire achievement [/quote] I have received all the achievements for completing the crises, but I never received this one. I started a new game with this release. I completed the Space Monster Crisis and got this achievement, so it is fixed. [quote]Fixed the Perseverance so it can now correctly colonize extreme worlds even if the player doesn't have the tech. [/quote] I have hired the Perseverance and am testin

26 Replies 166,325 Views

In the save in the link I just posted, I couldn't build an Import-Export Center. I then used the console to destroy another race's planet that had one. I was immediately able to build another one. Something in the game code allowed me to build a second one after another race had lost the one they had. After I built my second one, I couldn't build another one. I then used the console to destroy another planet and could build a third one. I hope a dev wil

26 Replies 166,325 Views

I have had this happen many times. I was sure it happened when a planet was lost by a race, then it would happen when everyone was at peace. I guess it still could be caused by a planet lost to influence, but I think it is probably something else. I had one game where it happened where I saved the saves and tried to reproduce it and see what caused it. I have posted the information in several places, but I think SC:O caused the posts to be ignored. Here is th

26 Replies 166,325 Views

[quote who="BionicDance" reply="12" id="3727665"] I thought I did both, but I can check... ...yes. Both. [/quote] I have one last idea. I know you were in the beta. Is it possible that the directory chosen in SteamApps is actually the beta directory? The screenshot doesn't make it clear. If it's not the beta, then I'm out of ideas.

17 Replies 81,528 Views

[quote who="BionicDance" reply="9" id="3727608"] I don't know how you guys are gettin' that. I did all the steps above and my load times are still more than a minute. [/quote] Did you exclude the C:\Program Files (x86)\Steam\steamapps\common\Star Control - Origins directory or the C:\Users\[Your Name]\Documents\My Games\Star Control directory. The first one is the correct one. I originally did the second one, which didn't help.&nbsp

17 Replies 81,528 Views

I had seen what looked like a problem with Uranus in an earlier video or screenshot, so I installed the Adventure to see if I was right. In the game Uranus is tilted on its side like it really is, but the moons aren't. The reality is that the whole system is tilted, not just the planet. The orbit of the moons should be around the equator of Uranus instead of the poles. Here is a screenshot of how things are in the game. <img src="https://cdn.stardock.us/for

0 Replies 112 Views

Unlike your other mod , I haven't been using this one for a while. However, I will be downloading and trying it again after you update it. I'm not sure why I quit using it, but I think it had something to do with too many anomalies appearing in the game. Whatever the reason, I will try the new version. Thanks for all your efforts.

61 Replies 219,863 Views