These mods can become obsolete and cause problems if the right files are changed in an update to the game. The files in these mods haven't been changed in a long time, but they have been changed in the past. The mod names end in 1 11 to indicate I've verified they work with version 1.11 of the game. Each time the game is updated, I always check my mods to see if they need to be updated, then update them as needed. I may just have to change the name to indicate they s
Old-Spider
Way back in GalCiv3 I had to make a mod for the graphics after they were "enhanced" in an update. I couldn't handle the new version, so I fixed it with a mod. I've had to do similar things in GalCiv4. I have three mods that change the brightness of the grid lines. One includes the name "Darker" and makes the grid lines slightly darker. Another includes the name "Neutral" and makes the grid lines slightly brighter. The third includes the name "Brighter" an
This is the Tywom race created by Derek shortly after version 1.0 of the game was released. I downloaded it and have had it available in my games since then. After not playing for a while, I decided to start a new game today. I noticed a number next to the icon for the workshop. I found that it meant that an update was available for something I was subscribed to. I told it to update, which it seemed to do. I didn't know what had been updated, but I eventu
The beam and kinetic weapons don't claim to have ranged attack. I checked anyway and found they don't have any indication of ranged attack when they are added to a starbase. I'm convinced this is correct.
I thought you might be not noticing the icon that allows you to use the ability, so I used the console to allow me to quickly build a starbase and add the module. I then saw the next two modules, so I added them also. Notice that all 3 claim to add a Harpoon Salvo, so that is probably wrong. I then checked the starbase
[quote who="scifi1950" reply="6" id="3878598"] Frogboy & AzDude - This artwork is getting truly amazing, but I really got a chill with the figure on the right in AzDude's Egyptian hieroglyphs picture [e digicons]B)[/e] [/quote] That figure is definitely one of the aliens that helped build the pyramids.
This happens when you put your cursor on a transport or a fleet with a transport and get a tool tip that shows there are legions. It can be any ship or fleet, not just yours. That information then carries over to many tool tips after that. The way to stop it is to put your cursor on any ship or fleet without a transport. This is due to a bug in the way tool tips get the information to display. It has existed since GalCiv3. I reported the problem in <a hre
[quote who="PaulLach" reply="2" id="3878162"] This is also why many of us are on these forums - we enjoy playing the game and reporting bugs so that you can make the game even better. [/quote] This is true.
This is for version 1.11.366105 I never had this problem until recently, so I think it started with version 1.11. In the Galaxy Settings screen, there are numerous choices on how often certain things appear. My choices from the previous game have always been active when I start a new game, so I rarely looked closely at them. I began noticing that the choices I made for Black Holes and Nebula were different a lot of the time. After starting numerous games and checking the setti
The modifications that PaulLach made are from this post . I tested and confirmed that the changes worked on the command ships. I did no further testing after that, which failed to show the bug about other ships being able to capture ships. My "fix" seems to cause a bug, which means it's not as good a fix as I thought. I just tested my "fix" again to get more information. I started with the survey sh
Many of the xml files are not used by the game. To get the game to load faster, it uses pre-compiled files. Modifying a file like you did is useless. The solution is to use a mod. The game will read the files in the mod and use the information in them to replace the information the game loaded from the pre-compiled files. You need to go to your Documents\My Games\GalCiv4\Mods folder. After you open it, create a folder with a name that tells you what the
I made a post about some bugs in GalCiv4 version 1.10. In it I reported some commander ships that don’t work and the solutions I found to fix them. I then decided to check all the commander ships to see if they work or not. I found a lot of problems. I have compiled all of them in a spreadsheet. It is in Open Document format, but it should be easily opened in Excel. It should open in a tab labeled Notes t
Updated information about Terran Alliance Commander Ship Curiosity in Reply #1. It is not bugged.
From the GalCiv4 Support section. https://forums.galciv4.com/516623/galactic-civilizations-iv-111-update
It seems reasonable to put the unwanted population on a ship, then decommission the ship to get rid of the population. My experiments show this doesn't work. The population just magically appears at your nearest colonized planet. It could be a core world or a colony. It's possible to now have a colony with more than one population. Since the population of a colony doesn't normally increase, this could still be a good way to relocate races you don't want, but I do
[quote who="gypsy2299" reply="1" id="3876533"] There is/was a way to ban these races from the selection process however I forget exactly how Maybe if Old Spider or Publius remember it they can jump in. Be aware if the do each time the game updates you will have to redo it Unless someone is kind enough to explain how to make it a Mod. [/quote] There is no way in the game to remove a race from selection as a random race in the game. However, it can
I checked the files. There are several icons with Hyperion in the name. There are two planet improvements that use these icons, but the improvements have nothing to do with anything that seems to be Hyperion. The only other place Hyperion appears is in the description for the Resilient trait. I'm guessing Hyperion was removed from the game, but the description was not updated.
I'm sure some of each of those has been provided. The ResourcesMission_RewardAnomaly in the MissionRewardDefs.xml shows the amount can range from 0 to 2. The problem is that the display shown after the mission is completed seems to show only first digit. If the amount is 0.99 or lower, the display will show 0. The correct amount will be be added to your inventory. I remember checking this by keeping track of my inventory
I've noticed the AI colonizing "Dead Worlds" in this opt-in. When I checked the planet closest to me, it was actually a Class 2 Dead World. I loaded the save I made at the start of the game and checked the planet. It was a class 2 dead world with a dead world icon.<img src="https://cdn.stardock.us/forums/24/51/2451921/3112ae3d-d701-4ffa-81b9-
I think what you are doing is a good idea. You, along with everyone else, need to be aware that some of the commander ships don't work right. I have found and reported one in the past, and I think others have also reported some that don't work. As far as I can tell, none was ever fixed. With GalCiv4 Next being worked on, I decided to check several ships I thought had problems to see if they really did and if I could find the cause or causes of the problems. I
I have found more Commander Ship problems. All of these are in MercenaryComponentDefs.xml. Festron Commander Ships Two ships claim to capture ships defeated in battle, but don’t. The Claw with 25% chance of success. Charon with 100% chance of success. I went back to GalCiv3 and the Snathi Revenge DLC to see how capturing/scavenging worked there.<img src="https://cdn.stardock.us/forums/2
This is in the Gameplay\Events directory. Precursor Elerium Anomaly This event claims it gives a vast quantity of Elerium, so it gives 1. I don’t think 1 is very vast. QuestEventDefs.xml Search for precursorelerium Scroll down a little t
These three ships are all in the Gameplay directory and are all in the same xml file. They are in the order in which they appear in the file. 1. Navigator Commander Ship The Core The description indicates it gives +1 Antimatter for each survey. It doesn’t. Sh
This post will report some bugs that are simple and should be easy to fix. Some of them have been reported before, but haven’t been fixed. I have fixed all of these with simple mods. These three are all in the English\Text directory. The first two of these three are in the same xml file and are in the same order in which they appear in the file.. 1. The Interview This asks for yo
Nearly everything that appears in the game can be renamed, so I decided to see if the clusters could be renamed. They can't. I zoomed out all the way, then clicked on a cluster to select it. The name of cluster appeared in the information box at the bottom-left of the screen. When I put the cursor on the name, I got a tool tip that indicated I could click to rename the cluster. This is identical to how other things are renamed.<img src="https://cdn.stardock.us/