TurielD

TurielD

Joined Member # 3600233
5 Posts 85 Replies 23,580 Reputation

While experimenting with changing the equipment on the starting survey ship, I found that if I tried to link to a blueprint other than the original, the game would hang on galaxy creation (no error shown in debug.err) So, if I make a copy of the information in SurveyStaticBlueprint , and call it SurveyStaticBlueprint 2 (i.e. I copy everythig

1 Replies 5,011 Views

[quote who="Medu_Salem" reply="4" id="3555558"] Well, deleted the contents of the folder, but doesn't work. It still shows the templates, no matter what I do. [/quote] Technically it has worked, but only for future saves. Your current save will, unfortunately, keep the template in storage somewhere in its own file system. Each save keeps all data that's been used, as removing a template might otherwise damage ships which are curr

11 Replies 11,505 Views

Thanks for the enthusiasm everyone! And no worries James :) [quote who="Christian_Akacro" reply="5" id="3558958"] This is awesome! Looking forward to other races and eras! The Klingons and Romulans obviously. The Dominion's would be great as well as the Cardassians. Can't forget the Borg of course. Probably not possible, but I'd love it if you could force the shipyard near Earth to be Utopia Planitia in style. [/quote]

11 Replies 27,268 Views

[quote who="j31254" reply="17" id="3558997"] hi dumhead! [e digicons]:)[/e] I'm a beginner at modding and I'm following this guide. TY for it. Can I ask a question? How do I fix the errors: Ship Design: Missing ship design for ship class static blueprint ValyrianStartingScout. Was this caused by pointing to a custom ship design? Blueprints must point to core or modded ships. <p

63 Replies 373,932 Views

[quote who="SorrowKnight" reply="183" id="3559004"] AI places less emphasis on capturing resources (fewer constructors running around) Well... I tried 1.02 patch, and... AI almost not interested in capturing resources even if he have a lots of it in ZOC. Previously AI was extremely active in gathering resources, now it`s same extremely passive at that aspect. [/quote] That may differ per factio

212 Replies 860,504 Views

With the changes to kinetic mass (along with the changes to carrier modules) could the GuardianFighterBlueprint get a KineticWeapon line added? I've been having a look at drones today - if you busy patchers have the chance could you take a look at my thread here: https://forums.galciv3.com/466693/page/1/ Code for suggesti

212 Replies 860,504 Views

Agreed! It's way too easy to succumb to the feeling that the negative outweighs the positive, but the forums are full of people helping out with issues and improving the gaming experience together. Perhaps that means we should be a little clearer about how appreciative we are for the work Brad and the team put in to this.

41 Replies 384,217 Views

[quote who="Menmaatre" reply="21" id="3558793"] I downloaded the star trek ships and added them to my designs folder but they don't show up as templates when I enter ship designer. [/quote] They will only show up starting from a new save - saves kinda lock in templates and .xml's from the start.

26 Replies 151,907 Views

Hey guys, as some of you may have seen in the 'show your ships' and 'share your template' threads, I'm working on a stable of Federation/Starfleet ships from Star Trek! Due to getting a little annoyed at having to manually design and upgrade craft with my new templates, and having found Dumhed's excellent guide (here: https://forums.galciv3.com/465834/page/1/ ) I started work on a c

11 Replies 27,268 Views

[quote who="Sansloi37" reply="6" id="3558600"] Hey TurielD, great post! I agree with pretty much all of your points, and have in fact modded my game to do almost everything you've suggested - increased maintenance/manufacturing costs, and assaults made into tiny missile bombers (and switched them with interceptors, so that now interceptors are the base fighter and carrier focus unlocks either "bombers" or kinetic Guardians). I also changed the high capacity carrier module into a one-

12 Replies 42,788 Views

[quote who="Gauntlet03" reply="2" id="3558635"] Is the issue just screen shots? [/quote] Not screen-shots, but the automatic picture that the Ship Designer makes showing your creations. Here's my Sovereign before I figured that out: And here it is after I moved its base part ~20 points along the Z-

4 Replies 5,526 Views

[quote quoting="post"] So as far as I understand you need to spent your own population to build ground troops. If true than that means ground troops are insanely valuable and that losing them is the same as basically losing portions of your empire.[/quote] They are very valuable, keep them protected! [quote] However, I still have some questions about how land units work. For example, if I build a transport and convert 1 po

3 Replies 8,813 Views

What's happening is the ship designer thinks the ship is so big it needs more space - it's basically measuring the distance from your starting part to an edge (I dunno which edge). So, if you move your ship forward by grabbing the base part and moving it along the Z axis, the ship will change size in the screenshot.

4 Replies 5,526 Views

[quote who="wuphonsreach" reply="10" id="3558455"] My feeling for the diplo-timer of 20 turns is that it should be scaled based on how big the previous interaction was. And it should be by "category" instead of an entire "do not talk to us" switch. Traded me for tech? First off, there should be a limit of no more then 3-5 techs traded at a time, then a 20 turn average cool-down before you can trade tech again with that race. Races that like you might be willing to

41 Replies 200,087 Views

Please skip past the images below if you are already aware of the fighter balance discussion to see my suggestion/code. I was just checking out the differences between the various Fighter types, having unlocked them fairly late in the game, and noticed that the higher tech 'guardian' and 'interceptor' fighter types are vastly outclassed by the standard AssaultFighter: <img src="http:/

12 Replies 42,788 Views

It does work, but only after construction indeed. Also, is it just me, or is Builder 3 giving starbases 2 spare modules; my 8-construction-point constructors can build 8 different starbases with 3 upgrades each :D

6 Replies 30,845 Views

[quote who="Blaze of Glory" reply="1" id="3558284"] To keep you from spam trading each faction. That way you can't get a tech from faction A, trade it to B to get something to trade back to A and trade that to B and so on. [/quote] This is what I figured, still, it's annoyingly opaque. What's the in-game reasoning for why I can't discuss trading a starbase with Faction A in order for help in a war against a common enemy after I finished tech ag

41 Replies 200,087 Views