I've been testing each of the factions, and I'm enjoying the creative approaches the finalists took. I got to the Favixi and for some reason I can't play them--the game CTDs every time I start to build a map :S I would like to check them out before voting because they seem very interesting--is anyone else having any trouble with this mod?
ScrivenerOfLight
And one last thing, I just noticed Brad (Frogboy) mentioned the following in the GalCiv III: Making your own custom race thread. [quote who="Frogboy" reply="3" id="3542628"] Quoting Bloodlust1983, reply 2 Can we PLEASE make something to edit ships
Also, here is a list of the numbers and the associated colors, though I'm sure the color names aren't exact as I was just approximating. It'll point you in the right direction, at least... 0 - white or very light gray 1 - blue 2 - cyan 3 - another blue 4 - gray 5 - brown 6 - yellow 7 - red 8 - light gray 9 - purple 10 - very light blue (I think) 11 - orange 12 - very light cyan (I think) 13 - light purple<br
Hey scara_monga. If by RGB sliders you mean the EngineColor, that doesn't effect the ship's color. I wrote a post on ship colors a while ago, but here is a relevant portion of what I said: [quote] The AppearanceDefs file enables us to create ship color templates--though this seems to be somewhat limited, or I just haven't found the proper xml file to really customize the colors...I pl
[quote who="Frogboy" reply="14" id="3542653"] I'm seeing that too. Lemme think about it a bit more. It's not being additive. [/quote] Thanks for looking into it!
Frogboy, In copying your Yor example as a Mod with a different file name (append method, not replace), the following error occurs upon game startup: Duplicate InternalName found in type FlavorTextDef: GENERAL_CONVERSATION_MAIN. Is there some way to add flavor text without getting the duplicate InternalName error (other than overriding the FlavorText file as a whole)?
[quote who="In_stasis" reply="4" id="3540995"] Regarding creating a “MyOwnFlavors.xml”. You do have to have the correct hierarchy though yes? You can't just make a file and put this at the top Code: xml FlavorTextDefs xmlns
Lol. When I started writing my post, there were no others... Some of the questions were already answered in the other two posts :)
1) .png (for transparency--leader foreground and background images are layered in game). 2a) Foreground and background are 1920x1080. 2b) Logos and portraits are 128x128. 3) If you don't crop out a background, I suppose it will just cover the background image, and as a result, the leader's image couldn't be used on different backgrounds. 4) In my 'Mods' folder I have a folder named after the faction (e.g., 'New Faction'), and then a
Avatar137, I'm going to say this, and I hope you don't take it the wrong way... but unless I'm mistaken, that "graphical glitch" is the fog of war... which is why, when a ship gets close... it goes away...
[quote who="trumpeter87" reply="25" id="3542264"] I guess I'm not the only one, then. I've been trying to submit for the past 20 minutes... pretty disappointed. [/quote] I couldn't let the words "pretty disappointed" stand since, as always, I am impressed by the customer service and quality of the character at Stardock. You guys are awesome!
[quote who="tid242" reply="17" id="3542383"] Quoting Werewindlefr, reply 16 For instance, if you trade a specialization tech before researching one, you can't research another. But if you do it the other way around, you get both... this is the sort of thing that needs to be cleaned up when integrating a new design choice.
[quote who="Island Dog" reply="29" id="3542378"] Hang tight, let me check on this. [/quote] Thanks for checking :)
I guess I'm not the only one, then. I've been trying to submit for the past 20 minutes... pretty disappointed. EDIT: I couldn't let the words "pretty disappointed" stand since, as always, I am impressed by the customer service and quality of the character at Stardock. You guys are awesome!
[quote who="bkeniry" reply="55" id="3540049"] Quoting stonehold, reply 54 Okay, question for the developers now. I'm tinkering around with TechTrees and ShipComponentDefs. I now have a few new. selectable components unlocked when the proper tech
[quote who="Blaze of Glory" reply="25" id="3538648"] I think multiple sensors are not realistic. If I have a radar set that can see 100 miles, putting a second one on a ship wouldn't make it 200 miles. The limit of the radar is unchanged. That is how it should be here as well IMO. [/quote] I agree to a point. This is true of RADAR, I assume, but it is not necessarily true of telescope technology. For example, increasing the breadth of an array by adding another component
[quote who="admiralWillyWilber" reply="4" id="3538273"] I'm for an idea where you generate a new start with the same settings without starting where you have to set everything. [/quote] That is precisely what "Quick Start" does. And to the point of the OP, as TheBirthdayParty said, Quick Start is working and producing unique new maps even though starting through New Game often produces duplicate maps/starting positions.
I both like and dislike the way sensors currently work. I don't want to see a hard cap, but I do want to see some sensibility applied to how things work. For example, I'd like to see less of an effect for ships and more of an effect for starbases. So, to me it would make sense to have ship sensors be limited, perhaps to one of each kind--or even just one sensor unit. If this was the case, they could be a little more powerful, and scale to higher values with higher tech. And th
Hey Seilore, posted some new bugs at [bugs] Some new old bugs in 5.2? . For your convenience, I believe my points 1 & 2 go to category 10. Ship Designer Issues. though my point 1 may fit in 18. Display Issues. I'm not sure where my point 3 ought to go... maybe in category 9, 10, or 11... My point 4 fits into category 12. Custom Race Issues. Thanks again for maintaining this
So, some old bugs that I'm pretty sure had appeared and then disappeared are in the game again... of course, I might be mistaken about that, but these bugs are in the latest beta 5 patch, at least. 1) Ship Designer: Stray line around rotation dials. 2) Ship Designer: Both design elements and functional components ar
[quote who="Seilore" reply="5" id="3537738"] Purchase cost for ship does not decrease the further along the production process it is. See pictures below... Both are full price... [/quote] I think it is just a display issue... If I'm not mistaken, the smaller cost is deducted. I can double check later and update this reply.
No problem. Sorry things aren't working for you...
I created a really quick UI color mod for you--it works on my machine (it's kind of an ugly blue). I'm sure you know this, but the UI color is accessible through the custom faction builder in the appearance tab. The name for this color is Test. Let me know if that works for you...
The DisplayName element has to match the Label in the text file exactly. So "UnimatrixZero_Name" should be "UnimatrixZeroSystem_Name" to match the text Label. Does that make sense?
I know this is probably a dumb question, but did you restart the game? I tried modding with the game open, and it won't work until the game is restarted. If that isn't the issue, the next thing I'd look for is a typo. In any case, I've had no trouble seeing the mods in game--except when I made some kind of mistake and the game generated an error...