Feel free to add the information I added--it isn't a mod issue. To be sure, I just turned mods off and used custom ship components and the scaling bug was present. I can't remember if I submitted a ticket. If it would help, I'd be happy to submit a ticket with detailed steps for replicating this.
ScrivenerOfLight
Sounds like you may have already got this figured out, but here's another thought. If your custom faction has a custom race trait, you could use that as a prerequisite and avoid having to change any techs (which effects the ability to trade those techs). In the prerequisite section of the improvement, I think you just have to add the following: AbilityName </RaceT
These issues have been reported by myself, Gauntlet, General Pants, and others. It's been a known issue for a very long time (more than a year) but has not even been acknowledged by the devs, as far as I know. I'm pretty sure the main issue is related to the use of custom components. I'll try to dig up a couple links and post them here--maybe the devs will finally give this some attention. EDIT: check out the recent post on the <a href="https://forums.galciv3.com/4
To the OP's point, though, I do wish there was a mechanism in the game by which the terraforming tech would be grayed out if it was unusable and had a tooltip that stated something to that effect. I like the idea of a more varied approach to terraforming--where a combination of technology, improvements, projects, and maybe even a special starbase ring/modules could all be used in concert to give planets higher class... I've been experimenting with some of this, but my modding
Not sure if you're still working on this Horemvore--but I finally was able to playtest this a bit. I used the improvement I posted above to call the Dread Lords event just after turn 100. I was in an immense galaxy with 11 opponents set on gifted. The Dread Lords spawned nearby in the middle of the United Earth ZOC (within my travel range). I didn't meet the Dread Lords until turn 122, but looking at the timeline, the United Earth faction's military experienced a r
What about the capacity trade resource that increases capacity by 5%? I had this happen to me in a recent game, and I was so frustrated... I finally realized the problem was the 2 or 3 +5% capacity trade resources I had acquired in a treaty that were no longer in play because I had gone to war with that faction.
I agree--this would be great.
[quote who="admiralWillyWilber" reply="28" id="3668904"] I see your point, but remember what all the monthly patches has done to the game. [/quote] Absolutely. The constant updates and work on the game since launch have been excellent and speak well of the dev team and their commitment to the game.
[quote who="admiralWillyWilber" reply="26" id="3668861"] Well we are talking about an expansion as far as a revamp. [/quote] I don't disagree. All I'm saying is I think most of this part of the expansion's changes are already revamped... I somewhat doubt any major changes will be made to the civ builder between now and the release of Crusade--though I can't speak for the devs, so maybe I'm wrong. In any case, the civ builder is a vast improvement
[quote who="00zim00" reply="24" id="3668669"] Quoting ScrivenerOfLight, reply 18 Also, I find it unfortunate that the home system drop-down menu only locates systems from the base StarSystemDefs.xml file under the InternalName "FactionStart"... could you make it so this menu displays all Star Systems? <br
[quote who="erischild" reply="19" id="3668149"] To describe my observations and conclusions, since I have paid some deliberate attention, enough to catch the bug in the wild, so to speak. It happens most with high speed ships, and it happens when those ships are on a manually set autopath of multiple turns. I have not seen it for ships on auto explore or auto survey. If the ship is on a multi turn auto path and if it is off screen for an entire tu
[quote who="admiralWillyWilber" reply="14" id="3668119"] This is exceptionally annoying when you are moving one of your survey ships, and later when the space finally shows umteen turns later there is a anomaly there. [/quote] This, and when there are resources you are wanting hidden there. I guess I'm not sure how this is hard to reproduce--I reproduce it nearly every game. I think it occurs more on larger maps--but that may simply be because larger maps have mo
[quote who="Ser_JuJoo_Guppy" reply="4" id="3667659"] The AI wouldn't use that particularly effectively I dont think, even if they built it, itd be more a matter of accidentally landing in the star base ZOC and then warping wherever they were going beforehand lol [/quote] I agree. That's the biggest issue, in my opinion, with such a mod... the AI wouldn't know what to do with it.
Or, how about this [e digicons]*_*[/e] DreadLordsBeacon Dread Lords Beacon Summon the Dread Lords Summon the Dread Lords FleshFurnace.png FleshFurnace_Build.png</BuildIco
I really like what I'm seeing here. Looking forward to the Crusade! [quote who="Gauntlet03" reply="28" id="3667604"] How does the new civilization editor dictate portraits for these citizens and the special VIP ship? [/quote] Excellent question--hope there's an excellent answer.
Just a shot in the dark (not on my PC with GalCiv installed), but are the events all in one file? If so, you could give the mod file the same name so it replaces all other events with just this one--or this one and several clones...
[quote who="GalCivius" reply="2" id="3667495"] Another prob with using the wormhole mechanics for jumpgates would be that the wormhole does disappear after one ride...not sure if you could make it permanent by modding only. [/quote] I haven't tried this (yet), but you might be able to use the wormhole effect as a triggered event activated at a starbase. I'm not sure which trigger would work... I'm fairly confident there is an OnConstructStarbase, but I'm not
[quote who="zuPloed" reply="1" id="3667468"] 2) Have you tried Multiplier -0.8 [/quote] That did it. Thanks! Now to explore all the things I can do--and bang my head against all the things I can't.
Thanks, zuPloed. I had actually just noticed/recalled that multipliers take a signed float, and so I've been able to, I think, use a multiplier value of -1.0 to eliminate the base value of the ship and then replace it with a flat value. This is working, but I'll play with it more to see what all I can do with it. I have not yet, but will, try the same method with starbase range and post whether this works. Thanks!
I'm trying to make a starbase module, and so this question is limited in scope to modding starbases (though the answers may apply more broadly). 1) Is it possible to set rather than add to a value? For example, say I wanted to set the range of a ship in the starbase's area of effect to a specific number. Let's say a ShipRange value of 100. If you say Flat 100 </
I don't know how I could have possibly missed this mod, but I just noticed it. Looks great! Looking forward to checking it out!
You're welcome.
I'm not sure this is something the devs have really seen any need for--at least, I've never heard them respond positively or negatively to the idea. I'm not sure how difficult this would even be to implement practically. As far as I'm concerned, the basic elements of such a system are already in the game--it could simply be a grouping method similar to how shipyards are sponsored... In the govern dialogue, have a place to create a new region/group and select planets to
Pardon me if this was stated and I missed it, but what map sizes and difficulty levels are you guys playing at when you get these massive stacks of ships? I suspect that may be part of the issue... I have generally been playing larger maps (huge-insane) with gifted AI and have not seen this behavior.
You aren't doing anything wrong. It takes some time before a faction you are warring will be willing to talk peace. I'm not sure the exact number of turns, or if the number is fixed or variable.