OK, so it's failing to call Direct3D. You've tried switching between your on-board card and your Radeon, so we can assume it's not a hardware problem. It's not likely to be a driver issue either, since the intel and radeon cards both use separate drivers. I'd suggest trying to re-install DirectX and seeing if that helps. What O/S are you running on, btw?
naselus
Just wondering if we can have some posts pinned in the modding sub-section - for example, one of the master mod lists would be nice; some of the guides and research threads would also be really handy so we don't need to search through hundreds of faction threads etc. In the future, sub-foruming for larger mods would be nice too, though I don't think any really qualify just yet.
Hmmm, that implies the lengths of the strings are determined by the field they match in improvements.xml. That's bad - we'll need to test each string 'type' individually in order to determine max length (I'd hoped it was in the schema, but IIRC then in C you declare the max length of the string, so I'm guessing it's buried in hardcode).
There's a nexus site: http://www.nexusmods.com/galacticcivilizations3/mods/searchresults/?src_cat=2 which has a fair number of mods going up on it; it's got plenty of useful tools for modders (tracking downloads, version control etc) so it's probably the best place til workshop can support balance changes. And as for using two mods at one - if they don't
Vid, this is excellent work. Could you post some of your various finding in the Strategic AI discussion thread ( https://forums.galciv3.com/467582/page/1/#3567046 ) and I'll update the big list of AI hooks in the opening posts.
The blueprints already stack engines a lot more. I may need to put a bit more weight on engine techs tho. And the sending in one direction thing is largely a matter of the AI only sending colony ships to planets it can see - it won'T try scouting with them.
That's not the bit which is broken, though - it's the one above the comment which is refusing to run properly.
[quote who="Larsenex" reply="6" id="3570230"] Naselus, I like your mod but really dislike playing on maps with that amount of hab planets. The work you did is amazing! Thanks. I'd like something similar at the opposite end of playing, Naselus' life is rare mod (for those who like few hab)...The changes to LEP are a nice and seem to make the game play how its supposed to.... Devs, we need a multi-xml hook where we can add multiple mods that affec
[quote who="Wer900" reply="54" id="3570225"] I guess I'll try negative quality out on my own, and see how it works for occupied space. If it works, then great. In the meantime factories should negatively impact growth (the general impression here is that population growth needs to be nerfed.) [/quote] Yeah, think I was a little too worried about how hard approval would hit it; that said, with 5 times as much food around growth rates do need to be higher
If you go to my docs/my games/galciv3, you'll find a file called 'debug.err'. Open it up in notepad and you'll find the game's log, which might shed some light on what's happening.
I already made terraforming projects repeatable. Not sure how the game would handle a planet losing spaces if they're occupied, so no to negative quality - but a small (-1-2%) negative growth modifier could certainly be considered.
[quote who="Lavo_2" reply="49" id="3570216"] Quoting naselus, reply 44 No. Frankly, I was going to update it this week, but decided against it due to the number of bugs and general instability in 1.1, which means there's likely to be a lot of changes before it goes live. I'll only be making the mod for full release versi
[quote who="naselus" reply="38" id="3570132"] Quoting adamb1011, reply 37 Hey naselus can you please take a look at the ancient trait? it gets really overpowered as map size increases Already did; annoyingly, it's xml is simply calling a n effect in the C (and so isn'
[quote quoting="post"] I have been told that the AI for this game is suppose to be really good. Well, perhaps it is when it comes to economic and diplomatic AI,[/quote] I lol'd.
[quote who="marigoldran" reply="45" id="3570198"] Atrocapus Viriles (+10% growth) is a little too strong on the larger maps. The problem is the AI doesn't prioritize it, so as a result in the Diplomacy screen I trade useless things like Snuggler Colonies for it. The net result is I'm getting +120% growth thanks to having 12 of those things. Combined with your changes to the fertility clinic and my population on many planets is growing
Again, not much looks wrong there - though the fact it's appearing correctly in the list but not on mouseover suggests the problem might be in the building definition itself, rather than the localization files. This again looks ok, though. Try rewriting in a new file; might be some weird unicode issue or something.
Only the ones already listed in the enums :) I don't think you can get finer granular control that ship-wide, tbh.
Huh. Again, there's nothing wrong with this section of xml. Like, at all. Can you show us the entry immediately before it? There may be an error there which is preventing it reading the research chamber.
[quote who="Vidszhite" reply="3" id="3570166"] Go right ahead.[/quote] Included in 0.5 :) Thanks.
[quote who="Franco fx" reply="43" id="3570167"] Will it work for 1.1? [/quote] No. Frankly, I was going to update it this week, but decided against it due to the number of bugs and general instability in 1.1, which means there's likely to be a lot of changes before it goes live. I'll only be making the mod for full release versions of the game from now on, I think.
You can't mod the enums.
Uploaded 0.5 - Vid, I've borrowed the fix for the AI not using it's transports properly and credited you in the changelog, hope that's OK.
[quote who="admiralWillyWilber" reply="1" id="3570138"] can I add this mod to the insane abundant mod. [/quote] Not at present (both use the AIstrategydefs.xml file), but if Vid gives me permission then I'll add the changes to IAB for tonight's build.
[quote who="admiralWillyWilber" reply="40" id="3570137"] have you changed the mod today should I redownload the mod. [/quote] Not yet. I'll probably be uploading a new one tonight; just testing the latest batch of changes to make sure they're not gonna screw anything up.