ScrivenerOfLight

ScrivenerOfLight

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

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

7 Replies 10,194 Views

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

5 Replies 31,515 Views

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

6 Replies 9,340 Views

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

6 Replies 30,286 Views

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.

4 Replies 9,388 Views

[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.

30 Replies 322,489 Views

[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

30 Replies 322,489 Views

[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

30 Replies 322,489 Views

[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

30 Replies 49,231 Views

[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

30 Replies 49,231 Views

[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.

7 Replies 10,046 Views

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.

72 Replies 473,405 Views

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...

6 Replies 30,286 Views

[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

7 Replies 10,046 Views

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!

3 Replies 26,995 Views

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 </

3 Replies 26,995 Views

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!

84 Replies 293,090 Views

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

52 Replies 209,966 Views

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.

28 Replies 93,174 Views

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.

3 Replies 20,896 Views