[quote who="tetleytea" reply="42" id="3689948"]I did that in Galciv1 all the time: - Sell an AI a planet. - Backstab the AI and invade the planet - Get the free tech - Repeat[/quote] In Civilization 4, cities have a hidden stat called OriginalOwner that remembers who first founded each city. It is used for a couple things to deal with exploits around trading cities, and could easily be used to fix that example.
LunarMongoose
[quote who="admiralWillyWilber" reply="6" id="3689777"]lunar google the admin account. There are two administrator accounts one which every one knows about. And one that windows has. Command prompt admin i dont remember the rest.[/quote] I read your previous reply, don't worry. But you're missing the point. I don't need to know how to fix it by using another admin account. I can ALREADY fix it quite easily with the logging out of Windows thing. What I want is to get it to stop happeni
Doh! Sure SOUNDED like what's been happening to me, lol. Oh well, thanks for trying. :) I've gotten those ship style errors a few times before when certain ship models I've subscribed to on the Steam Workshop automatically grab additional ships and styles without any warning they're doing so, and then it's kind of a pain to get rid of them all, but if yours are all working correctly half the time that's obviously not it either. Sorry, wish I could help. :(
Yep, this would be really nice. Along with the option to disable all colony improvement auto-upgrading. Along with being able to use random races in a Multiplayer lobby. --- Unfortunately they always seem to have their hands full as it is...
It's probably the locked files issue I posted about extensively a few days ago, that nobody ever really responded to. Try logging out of Windows then back in. Once it can use the .bin files properly, the game should launch FASTER than pre-Crusade or pre-2.5-base-game, and that may also be why the ship styles aren't working. But please note restarting your computer does NOT work - you HAVE to actually use the thing on the Start Menu to log out of Windows, then enter your password again
Oh, and I almost forgot, here's one I noticed almost immediately back at launch (version 1.0!), and it still isn't fixed now over 2 years later, rofl... The *second* Material selector in the Appearance tab of the CivBuilder, is always on "Material 1" when you first enter the screen, regardless of what value is specified by the race/faction you're working on. It does USE the real value to shade the big 3D model on the right, but unless you already know what it is, good luck f
I'm surprised you haven't posted this one yet! ;) Go into the Civilization Builder (or hit Copy on an existing race in New Game), select any tab below the first one (Overview), press the Back button to go back to the main menu (or back to the race list), then enter the Civilization Builder again. It will be on the first page (Overview), but the tab control on the left you were on before is still highlighted, and won't deselect until you switch to it again then switch away. Sup
Oh brother... Thanks for all these posts, Chibiabos - really appreciate your thoroughness!
I really do appreciate all this work, honest, but could you PLEASE focus on bugfixes for a bit longer too? It's getting very frustrating for me. Apologies if any of these have been addressed already: FlickMontana was still having the No Genocide Ships error. I know a fix went out already, but no one else has chimed in yet either way so I'm still worried. [quote who="Bakka" reply="64" id="3688840"]Planet built shipyards do not consume administratio
[quote who="FlickMontana" reply="12" id="3689486"]I've started new games and each one replicates the error no matter what tech choices I make or starting conditions I select.[/quote] Ugh, sounds like it's still broken then. Unless you're still in the "2.5 Opt-In" Beta option instead of the main release version.
[quote who="rap33042" reply="2" id="3689412"]I've seen this with both the Slyne and the Terran Resistance (? the female leader;). don't know if either or both of these Cives have the "Certain" Ability.[/quote] They don't. TR is Heroic Determined, Slyne is Inventive Engineers.
[quote who="DMF" reply="9" id="3689401"]If I understand correctly, there's no way around this. Each game sucks up it's "starting context" into the save file and thereafter pays no attention to other files.[/quote] That is mostly correct, as it "sucks up" - nice term ;) - the XML, which is where all the game data is, into the save files. The one exception is bugfixes in the main game .exe itself, which is where most or all of the compiled programming code is. When they fi
Gah, apparently I hit quote, not edit... Sorry for extra post.
Umm... a hex grid is far, FAR superior. It's the one thing from Civilization 5 and 6 that I WISH I could mod into Civ4. I remember first seeing hex grids in strategy games in KOEI titles on the Super Nintendo and was blown away by it.
[quote who="admiralWillyWilber" reply="2" id="3689352"]I dont auto survey for this, and the fact they beline for wormholes.[/quote] Haha yes, I actually added some strong ship bonuses, and a weak research bonus, to Wormholes in my mod in addition to the base teleport effect, which is much better game balance than simply having a "Will effectively destroy your Survey Ship - avoid at all costs!!!" anomaly type on the map lol.
Unfortunately, a lot of bugfixes do require starting a new game to take effect. I'm not sure if this is one of them, but I would assume it is. I personally recommend never ever starting a real game until at least 3 days after a major patch comes out, and ideally more like 2 weeks, since they always rush this stuff out the door as fast as humanly possible. Most major patches since this game first released, including the launch itself, have had at least a few serious bugs, and most
Well I assumed you would copy over the Crusade version of the ship blueprint, but you left the blueprint alone and restored the ProtoSurvey module instead. That's great, I actually prefer that solution. :) However, it does leave me with one small thing to point out still: The ProtoSurvey *blueprint* still has " Small " from 2.33, but all of the ProtoSurvey *ship designs* in ShipClassDefs.xml have " Tiny</ShipH
[quote who="pshaw" reply="15" id="3689154"]I'm glad that you are up and running again. Do you recall what file was locked? That's not something we can control but I would like to find out how it happened.[/quote] Fyi I've been having locked file issues ever since the 2.5 Opt-In first went up, and still am. I don't know which files are locked b/c nothing tells me. It appears to be random and different every time, and doesn't happen at first, only after I've been modding fo
[quote who="barrybeal" reply="4" id="3689128"]I don't have Asperger's but I noticed a great deal of inconsistencies in how Crusade was originally released and spent over month going over the XML files and over bug reports on the forums. Last time I made an effort to fix the Crusade XML files to my liking I found still a good number of bug fixes not implemented or addressed months after the release and I find the numerous implementations of the Indestructive trait for building humor
I'm going to bump this as well. [quote who="pshaw" reply="2" id="3638352"]I'll look into getting this addressed in a future update.[/quote] It's been over a year now since you said that, pshaw - any chance of some forward momentum on this at some point? I really do want this feature, it would be very quick and easy to add, and it's been in the single-player lobby THIS WHOLE TIME - really irksome. Just saying. ;)
[quote who="pshaw" reply="1" id="3689102"]I'll look into the "Proto Survey Module" as well.[/quote] Thanks! I'm sorry for sounding harsh, it's just that when I work on XML for a game like this, I always double-check everything, and more importantly, whenever I make any change more substantive than just numerical values, I always always ALWAYS ask myself "what other things in what other files does this have any chance of affecting?". And I go check, with text searche
In addition to the " Food " to " FoodIncome " issue all over the place which completely breaks food, sigh, you guys ignored my post in the 2.5 thread, as usual (other people get "Fixed!" replies; why don't I ever? sigh). Thus, the "ProtoType Survey" ship design is also broken in Base 2.5. In short, you removed the Proto Survey Module from ShipComponentDefs.xml to match Crusade, but as I warned, you never updated the
[quote who="Bombbr" reply="3" id="3688916"] Doing the following replace in the "game" folder's xml files fixes the issue: Food -> FoodIncome [/quote] Thanks for this! Btw you also need to apply this fix in the "DLC3_Snathi", "EXP1_Mercenaries", and "EXP2_Crusade" folders in the DLC folder, if you have them.
[quote who="Bombbr" reply="68" id="3688852"]So I pop open the ship def's file, change the beam attack of the prototype elerium gun from 16 to 2 and relaunch the game, weapon still has 16 beam attack, am I missing a step? Never modded GC3 before. Does it HAVE to go in the mods folder under my documents/my games?[/quote] I noticed this when Crusade first came out. I posted about it SEVERAL times on here, any of which Stardock could've taken 2 seconds to respond to, but noooo
Soooo... umm... at the moment in the 2.5 Opt-In BASE game, the normal Survey Module fits on a Tiny hull, does not require any tech or any special resources, and is far superior to a normal starting Sensor Module sensor-wise while being only very slightly larger (and scaling up slower with hull size), soooo why wouldn't you put one on literally every ship you make, all game long? The Prototype Survey Module was removed from ShipComponentDefs.xml... Why is that? Does it n