Hey everyone! I've uploaded a new version. It's another big update. In some cases even more so than the last one. So, let's get started: Campaigns I've noticed that I forgot to change the names of some of the Campaign-files. This means that, despite my claim to the contrary in the OP and readme, they will overwrite some of the original files when installing them. Sorry about that. While trying to fix this mistake, I noticed that my chan
Gaunathor
[quote who="hardcore_gamer" reply="4" id="3568512"] Does this come with a diplomatic penalty if the planet was originally owned by somebody else? [/quote] Nope. It's your planet now, so you can do with it whatever you want.
You can already do what you are asking for. Just open the Govern screen of the colony you want to get rid off and click on the button "Destroy Planet".
A simpler solution would be to remove all the excess population once you hit end turn, instead of having it decrease at a rate of -0.1 per turn. Just like it did in GalCiv 2. Think of it as mass starvation for the biological lifeforms (which it is) and not enough energy (or whatever) for the synthetics.
Hey everyone! I've uploaded a new version. It's a pretty big update this time, following the previously established "back to the roots" theme: Weapons & Defences Well, as I've said in my last post, I wasn't happy with the current state of the weapons and defences. After several more iterations, I've ended up using values which are pretty close (if not identical) to the vanilla ones. Quite ironic, considering that I originally ch
Shouldn't that be in the race-specific tech tree (e.g. VargasilTechDefs.xml) instead of the general TechDefs.xml? At least, that's how it is for the corresponding Krynn tech. Other than that, it looks fine to me. Just make sure that the DisplayName and the Descriptions are defined somewhere (e.g., VargasilTechDefsText.xml). The Krynn Consulate improvement has "ConversionTech" as tech requirement, which is the GenericName of both your tech and the Krynn original. I can see two
The Habitable Planets setting determines how many habitable worlds there are in total. The Extreme Planets setting then determine how many of those planets have an extreme environment.
[quote]Fixed an issue where you can offer more credits per turn to the AI than you can actually pay[/quote] Nice! [e digicons]:thumbsup:[/e] [quote]You cannot selected food and growth modifiers as a custom faction if you are playing a synthetic race anymore[/quote] The Yor have Infertile (-2). Did you adjust this?
Could you please post the code for your Consulate? Maybe I can see what is wrong with it.
The names and descriptions of techs, improvements, ship components, etc., and their actual ingame values are split into two files. The XML-files under Data\Game only contain the game-values, along with referential which the game looks up in the corresponding XML-files under Data\English\Text to find the actual names and description. In case of the Krynn Consulate building, you'd have to look at the ImprovementText.xml. I hope this helps.
[quote who="Captain Patch" reply="37" id="3565046"] I really do not believe that Morale should work anything like the way they set it up. The biggest factor that affects the unity factor -- which is how Stardock is describing Morale = "patriotism" -- is communication. Which for a high-tech civilization is at least as fast as the fastest ships in the empire's Navy. With a good possibility of eventually creating an instantaneous comm network that connects th
[quote who="tilyas89" reply="6" id="3564851"] Wasn't it possible in GC2 though? [/quote] It was. The AI in GalCiv 3, however, just isn't at that level yet. That's also true for a lot of other areas, like planet specialization, fleet management, diplomacy, and so on. It will get there eventually, but that is going to take some time and effort.
[quote who="Larsenex" reply="4" id="3564811"] the lead developer uses SENSOR stacking. [/quote] I don't recall him every saying that. However, I do recall him stating in the last dev stream that they are going to implement diminishing returns for sensors.
[quote who="Larsenex" reply="20" id="3564803"]So if you are in game, can you X out of Steam and close the operation in the program/services tab on right hand side? I have not tried to close steam while playing. I may try that. I play fine on insane and no lag. [/quote] No, you can't. The game requires Steam to be running in order to function. Maybe I wasn't clear enough in my last post, but that is what I trying to say.
[quote who="androshalforc" reply="17" id="3564732"] You only need steam to install and update gc3 you can then just launch the exe and should be able to close steam entirely [/quote] If you try to play GalCiv 3 while Steam is shut off, then the game wants to start Steam first before you can actually play.
Hey everyone! I've uploaded a new version of the preliminary update. It's only a minor update, containing the new readme-file and some small changes: 1. I made some edits to the GC2_Conversations.xml again. This should finally fix the text-less war declarations. I haven't gotten them in any of my test-games since the change. So, cross your fingers. 2. The Economic Direction Unit of the Thalan now only grants a 25% economics bonus again. 3. I moved t
[quote who="WenlaM" reply="7" id="3564151"] Is it told some where? I haven't seen it. [/quote] It was stated in the patch notes for v1.02: " Added a check to gray out Yor assembly projects so that you cant run them when your population is already capped"
[quote who="My Views and Muse" reply="67" id="3561650"] So if I have the galactic civ 2 ultimate from steam am I ablue to play that rated 8 dark avatar AI? [/quote] Yes, you can. Use the GC2DarkAvatar.exe under SteamApps\Common\Galactic Civilizations II - Ultimate Edition\DarkAvatar in your Steam-folder. Just be aware that Dark Avatar plays quite differently than Twilight of the Arnor. [quote who="leiavoia" reply="81" id="3561765"] @Everyone: question for y
[quote who="Larsenex" reply="6" id="3557336"] Just curious to ask but have any of you here on this thread experienced the issue I am having? The bounce in and out without a smooth zoom out or in? [/quote] Yes, I had that too for a while. It was due to one of the issues erischild mentioned: my mouse-wheel was worn out. I got a new mouse an
I don't think it's just technological advancement. The same thing happened in all of my games so far, even though I was ranked 1st in Military Power (and often Faction Power too). This really got annoying after a while. Seriously AI, at least get a strong enough army to back up your threats before trying to extort me. Otherwise, I'm going to send my own army to you, and give my troops some R&R on your planets. It's possible that there is an error in the calculation
I ran a couple tests in GalCiv 2 to get some comparison values. Settings: two major races, no minors, abundant stars/planets/habitable planets, occasional extreme planets, scattered stars, max map-size for the respective versions (Gigantic for DA, Immense for TotA) Here are the numbers of habitable planets: DA: 740, 746, 743, 738 TotA: 485, 549, 497, 533 As you can see, GalCiv 3 has currently less habitable planets on an Insane map, than what Dark Avata
[quote who="naselus" reply="53" id="3556901"]Would it be possible to make the Large Empire Penalty modifier available for modders too?[/quote] We already have access to it. It's the first entry for GoodsAndServices in the GalCiv3GlobalDefs.xml.
The Preclusions tag for the Xeno Anthropology Center is currently using the DisplayName of the improvements: Xeno Anthropology Center Universal Outreach Center Future Studies Center It should be using the InternalName instead: XenoAnthropology<
[quote who="00zim00" reply="1" id="3553896"] Its a known bug that the Devs only recently figured out what the issue was, so they will be fixing it soon [/quote] Sorry, but this is a different bug. The Molecular Fabricator is simply missing the following tag in the ImprovementDefs.xml: MolecularFabricatorc IndustrialReplicator
[quote who="thegory1" reply="27" id="3553409"]I would ***LOVE*** to figure out a way to modify base fire rate, but I haven't yet.[/quote] The base values for weapons (accuracy, rate of fire, and range) are set in the GalCiv3GlobalDefs.xml. Rate of fire is called Cooldown in the file.