ScrivenerOfLight

ScrivenerOfLight

Joined Last seen Member # 2685508
7 Posts 159 Replies 15,609 Reputation

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?

59 Replies 158,936 Views

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

173 Replies 1,212,255 Views

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

173 Replies 1,212,255 Views

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

173 Replies 1,212,255 Views

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)?

15 Replies 62,682 Views

[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

15 Replies 62,682 Views

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

5 Replies 10,267 Views

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...

10 Replies 10,480 Views

[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!

33 Replies 102,834 Views

[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.

20 Replies 49,218 Views

[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&#3

173 Replies 1,212,255 Views

[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

61 Replies 229,673 Views

[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.

6 Replies 9,259 Views

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

61 Replies 229,673 Views

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

98 Replies 231,914 Views

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

1 Replies 4,426 Views

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...

39 Replies 56,550 Views

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...

39 Replies 56,550 Views