TMPhoenix

TMPhoenix

Joined Last seen Member # 3404583
0 Posts 2 Replies 5,139 Reputation

I can't give the tech, as that would give the custom race the academy as well, since the academy has PlanetaryInvasion as a prereq and that's something I'm specifically trying to avoid. What I did was: Create a duplicate tech with a DIFFERENT GenericName. I duplicated the transport module and made my new tech show up. The game even uses the replacement module on transport ships. However, as soon as you fly your transport to a hostile planet (after first clea

11 Replies 12,173 Views

I'm currently working on a custom race with a custom tech tree and custom improvements. I have however encountered a problem: I don't want the military academy for this, and since this requires the planetary invasion tech, I simply created a duplicate tech (as in a copy with a different genericname) and created duplicate transport pods so I could invade planets... Or so I thought. It turns out there's a HARD-CODED requirement to have the PlanetaryInvasion tech befo

11 Replies 12,173 Views

That usually means you placed it in the wrong order. The XML parser is very finicky about XML ordering. Looking at the output they need to go between techtree and hatedfaction entries. Also interesting is that there seems to be only one entry allowed, so I don't know how you should handle multiple starting techs, based on the schema you posted.

10 Replies 57,923 Views

Some ideas: - Pay the first installment up front; That would immediately make the overly large contracts impossible, since you can't actually afford it. You would be limited to what you actually have. And even then one turn would most likely put you into the red if you make the agreement too juicy. - Add a minimum contract length, before it can be cancelled. - Make the contract function as a one-sided non aggression pact. As long as you aren't attacked by the o

29 Replies 136,475 Views

[quote who="Sorentoft" reply="85" id="3561064"] What are the *.gc3wsdata files like? A fancy zip folder or something? [/quote] Don't know. Just saw it in the debug.err file; the mod folders are being checked for files with the gc3wsdata extension.

113 Replies 438,142 Views

When building more than ~32 buildings on a single planet I can get the game to crash reproducably by simply opening the planet view of the planet in question. Now, getting enough space to even build that many items requires some terraforming, but once you have done so, starting construction on the items is fine, but as soon as building number 32/33 is actually finished the game will always crash as soon as I try to look at the planet. I've tried with several custom races a

2 Replies 4,591 Views

Like the title says, even when I disable research victory at the start of a game, the other civilizations get angry once I start researching some of the more advanced technologies. And the diplomacy penalties for this can be rather steep. Seems a bit unfair for a disabled and thus impossible to achieve victory. Is this intentional?

6 Replies 6,314 Views

I have a few bugs to report: - After loading a save (after just starting the game) there are no audible sound FX, only music. - After loading a save, ship (and possibly planetary) production is not progressing. Can be fixed by rushing production once, but will often break again later. - Sometimes the construct starbase button in the command menu cannot be pressed, even though it is visible; doesn't highligh either; Workaround it by moving another ship onto the same hex a

1 Replies 3,880 Views