TurielD

TurielD

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

[quote who="Stalker0" reply="95" id="3561687"] I don't think the numbers are too bad, maybe a little too high in the later end. But ultimately the sensor ships are now useful but not crazy...not an automatic exploit, but a strategic decision. [/quote] It's not that the numbers are terrible, but think of it this way: the sensor-power/mass goes from 0.125 -> 0.222 -> 0.3 -> 0.333 -> 0.357. Those last 2 upgrade

113 Replies 437,931 Views

I took a closer look at carrier module balance a little while ago, and they are pretty messed up. https://forums.galciv3.com/466693/page/1/#3558719 Frankly, I agree with this: [quote who="Icemaniaa" reply="23" id="3561356"] The problem is balance and variety in strategy. Carriers become the one and only strategy, everything else is strictly inferior. I might as well

30 Replies 40,329 Views

[quote who="Gauntlet03" reply="65" id="3560560"] While many have suggested diminishing returns for sensors, and I'm generally all for that... if they are looking for a "dumb as nails" simple solution, increasing the mass like this isn't a great way to do it, because every ship the AI uses with sensors now suffers tremendously by wasting space. [/quote] I agree with this. Currently, sensor range/mass is 1/8 -> 2/9 -> 3

113 Replies 437,931 Views

Hey all, I've been in Belgium for a few days without internet. I'll be seeing to compatibility with 1.03 and working out some of the previously discovered bugs and missing stuff today. [quote who="RavenX" reply="13" id="3561080"] Did you change core values or stats? [/quote] Not at all. The mod does have custom blueprints for a number of ships, but uses the normal Terran tech tree and pre-existing

88 Replies 330,385 Views

[quote who="titanmike357" reply="21" id="3559778"] How can I create a XMl? I tried poking around on google but I havent quite figured it out. It would be very helpful if you/someone would be willing to do a video walk through for someone like me who has no idea how to get started. I would really like to create a custom set of ships for some of my custom races. Thanks! [/quote] Create a text-file,

63 Replies 373,962 Views

[quote who="Derek Paxton" reply="17" id="3559753"] The difference with the "editable" ship designs is before you couldn't overwrite the old design. You could edit it and save it with a new name and have both designs, then delete the old one. This was also how custom factions worked. Now you can save the ship design with the same name and it will ask you if you want to overwrite it or not. It's a nice usability improvement. [/quote] Th

113 Replies 437,931 Views

[quote who="The_Gear" reply="12" id="3559702"] Sent to the developers, thank you!! [/quote] Thanks for passing it along :) Also, and I don't know if it's relevant to this patch, I adapted some of the code to 'fix' fighters, when I thought that AssaultFighters being Small was a bug (apparently it's a feature, if I understood the discussion in the 1.02 thread) - points 3 and 5: <a href="https:/

113 Replies 437,931 Views

[quote who="Bamdorf" reply="7" id="3559739"] When I try to redesign ships with this mod, changing the equipment load out, I get a CTD. Is that expected? Am I only supposed to use the ships that are in the mod? [/quote] That isn't intended, no... and rather unexpected. I've had a few crashes with it too when I've moved the template files around. It may be related to this line in the p

88 Replies 330,385 Views

I just noticed the Pirate tech tree has full descriptions included too - playable pirates? :D On other news, there's a bug causing Medium Missile ships not to appear in the shipyard/shipdesigner when they should because of a wrong blueprint issue: https://forums.galciv3.com/466761/page/1/ It's just a wrong blueprint reference in 27 lines of ShipClassDefs.xml; every Ranger d

113 Replies 437,931 Views

From the 1.03 patch notes: [quote] Fixed bug where if a battle against a shipyard or starbase was aborted, the shipyard/starbase didn't reset its battle information, so it thought it was still in a battle and couldn't be attacked again or interacted with by the owner[/quote] :D

7 Replies 20,858 Views

I'm not experiencing that defenses are useless - I tend to build my ships to take advantage of enemies using one weapon type primarily. I'd like to see the AI select defenses to counter their opponents' most-used weapons in the same way, I think that would help a lot. As it stands, it feels like researching all 3 types of defenses doesn't keep up with focusing on a single weapon's research... especially as those attack tech-trees have stuff like &#39

57 Replies 250,208 Views

[quote quoting="post"] I had two pirate shipyards relatively close to one another. I sent out a fleet and destroyed one of them. I then proceeded to the second shipyard and tried to destroy it, but I wasn't able to engage it. I right-clicked on my fleet and left clicked on the shipyard but nothing happened, and no I wasn't out of moves. I tried for two or three consecutive turns without success and then gave up. I left a fleet there to pick off the pirate ships as they were creat

7 Replies 20,858 Views

[quote who="wassin" reply="2" id="3559490"] Thanks for the mod it is great. I do have a question on how to mod the ship stats. I would like to mod the lasers and the torpedos. Which file would i find these in? [/quote] There's two ways to do that that I can think of, either you could modify the BeamAttack stat of Lasers, ParticalBeam etc in the ShipComponentDefs.XML file, or alter the tech tree - like TerranTechDefs.XML. I'm currently using Ter

88 Replies 330,385 Views

Release vB2 This is a Faction and ShipStyle mod for GalCiv 3 - that is, it adds a new custom set of ships and templates which you can use in place of any of the standard races, linked to a faction. It currently features 20 ship models that will take you from Tiny exploration ships all the way through to Huge warships. These template ships can be used with or without the StyleSet modification and Fed

88 Replies 330,385 Views

Good idea! I've made my own custom colours in much the same way, but as they aren't mod-friendly I've left it at that. Not to mention that the AppearanceDefs file is... somewhat opaque. If anyone wishes to play around with it, you can make a custom appearance file by putting it in a 'Core' modfolder in the following format: [code="xml"] GC3_Federatio

17 Replies 123,522 Views

Hey all, you may have noticed that when you research medium hulls and missiles, medium missile boats don't actually become available. This is because the code for the 'ranger' type ship (the name of the Medium hull missile ship), for all races and all variants, links to a blueprint for the Destroyer; Destroyers are large hulled missile ships. This is even for the pirates. [code="xml"] Altarian

3 Replies 21,110 Views