I do not beleive this is actually a bug per se. What you are seeing is an old window before the "new message" is shown, its called UI Lag tbh, and yes its worset on large maps. If you try to remember what your last diplomacy was with you will see what I mean :) BTW it does not only happen with diplomacy, happens with the event and galactic news windows.
Horemvore
Make sure you are not editing the core file, move it to:- ...Documents\My Games\GC3Crusade\Mods\Example Mod\Game - Then edit it. Enable Mods ingame (Settings), reboot the game and all should be good.
If your using the Civilization builder ingame, your pretty screwed tbh. It choses what ever the base race you used I think? Failing that default to terran I guess. The ingame editor is limited in alot of ways. You can set this and many other options via xml mod, could even add your own.
No can do.
Its a well know fact, invading favors the attacker by a very large margin. (I always play with -2 to soldiering and it makes no difference)
The example above does indeed give immunity to culture flip for 15 turns. I used to beleive the AI was dumb when it came to influnce, however a recent incident in a 3.6 game has change my view, I had an AI that colonized a planet in a border system (in my influence), which I had already colonized, this AI then proceded to build culture starbases around said system, clever, I also do not have Retribution to see how said AI would have evolved this border system if it had access to Artifacts. I
In laymans terms, get the devs to change the hardcode. Horemvores hacky way, edit GlobalDefs and add this:- OnConquerPlanet Planet <span s
UCP_AbilityImprovementDefs
[quote who="karlfranz-pl" reply="5" id="3747327"] Hey, I want to make a mod for artifices for my personal use (unfortunately yours wouldn't work for me). replacing few # is not a problem but I wanted to remove few artefacts completely. Deleting them from "ArtifactImprovementDefs" seams to do the trick and game works but do you think there might be something else to do? [/quote] You do not need to remove the entries, comment them out, will make it far easier to keep uptodate
I updated the download, added a translucent black border to all the numbers, helps them blend better once layered over the tooltip.
@ Gauntlet - I have improved the icons for the diplomacy numbers, you can find them here . (Still not perfect tbh)
You have to delete the offending faction files if they are not made via xml, if they are xml factions, you can use true after RaceType.
If you Annex a planet and the AI has rushed an improvement on that planet, you get charged for it. This is why you sometimes lose money and end up in the red.
[quote who="SchismNavigator" reply="5" id="3746498"] Are you able to reproduce this in other games as well? [/quote] It happens in every game, without fail.
[quote who="lyssailcor" reply="1" id="3746427"] That happens since Intrigue came out and was reported a lot of times already ... [/quote] Its actually been happening since Mercenaries came out. You just did not see it very often due to the AI not actually buying many of the planet buffing mercs, maybe a half hearted fix, AI not buying planet mercs, but who knows. i wont hold my breath on this getting fixed any time soon.
[quote quoting="post"] I didn't see anybody reporting this, so I do: Mouseover text when hovering over "Hyperlane Tunneling" and "Hyperlane Streaming" in the tech tree unlocks "Hyperlane Speed 200.3%" [/quote] Urm wheres the error?
Different icon for fighters stationed at a planet/starbase or shipyard, they currently share the same icon as docked ships.
[quote who="zlykiss7716" reply="228" id="3745589"] What about these rars in the mods folder, different settings? Any details? [/quote] They slipped in by accident. I have since updated the download to remove them and UCP_Temporal War. Glad ya got it working.
[quote who="ScrivenerOfLight" reply="1321" id="3745583"] Do they have encounters? I've seen AI go for defended anomalies, but I've never seen an encounter pop up for them... [/quote] Not sure tbh. I would asume so otherwise they would have gone for them before due to seeing it as non hostile? I am happy enough to see them take the ones they currently do in my games. I was just scanning around my map, what I can see of it (1/3 there about), can not find a single precu
[quote who="Gauntlet03" reply="1315" id="3745519"] 1) No the AI never goes for defended anomalies. Including the Precursor anomalies. [/quote] This is true, but, only because the AI does not want/know how to group up attack ships with a survey ship. In my UCP_Governments modules I took the drastic measure of removing all planet buffing ships and moving them onto a new Cabinet Member, that fixed the isseus of the AI using them as scouts. I then proceded to make most of the Go
Do not use the UCP_Temporal War, it is unfinished/WIP. Did you follow the instructions included in the UCP_Install.txt? (There is a link to video too)
You might want to check out the BattleMods table. Introduced with the Star Control DLC\Patch. You can see an example or two in my UCP_Combat module. UCP_Events and UCP_Anomalies contain some nice examples of the events system and how you can link it into various other game mechanics like abilities.
It is limited to civ with the tech.
I would like to add on a 6: 6. Mod compatability. The use of Update and Replace in your xml's. I am sure I do not need to explain this more :)
[quote who="charlando" reply="13" id="3745385"] It would be a huge improvement if there was some setting for habitable planets in between the current "common" and "abundant" settings. 3 Habitable planets in most systems shifts the balance in favor of colony rushes and is a huge buff to flipping planets through influence, but annoying as that is, it is still way better than the alternative of extremely rare number of habitable planets you get if you choose "common" habitable planets.<br /