BuckGodot

BuckGodot

Joined Member # 3891072
13 Posts 220 Replies 4,128 Reputation

[quote who="CommanderBarzane" reply="58" id="3618311"] a little disappointing that we were told early this week and now...nothing.... [/quote] You'd be more disappointed if it kept crashing on you for some reason. ;) I figure SD hasn't/hadn't released the beta simply because it isn't/wasn't ready yet. Maybe Quality Control caught something critical, and the QA process had to be started all over again. After all. while the kibitzing n

96 Replies 650,753 Views

[quote who="alphaprior" reply="13" id="3617971"] I use the generalized version. I know it's hard to update all techs for all races! I tried several times (and failed) to create a general tech tree just for humans and it's a very long xml it takes too long even by using notepad++. But I guess updating doesn't need so much work perhaps fixing some errors there and there. It's the new races that come to the game they will need a new generalized tech tree

39 Replies 197,215 Views

[quote who="Taslios" reply="19" id="3617923"] you guys.... you're doing it wrong. Brad reads these forums. He's totally pulling a J RR on us and is like... let them stew while I take my time. we need to pretend that we don't care or have better things to do. THEN he will release it. [/quote]

96 Replies 650,753 Views

[quote who="alphaprior" reply="11" id="3617940"]But probably the mod needs an update best when the new expansion is released in 2 weeks with Torians back in the game! [/quote] Glad you like it! Actually, it's badly in need for an update for 1.5 ;p Sadly without a proper tech editor, it's an EXTREME pain in the ass to update hundreds of tech AI values for the Generalized version of the mod. Like induce-a-GC III-burnout-for-two-months pain in the ass.&

39 Replies 197,215 Views

I saw it in one of my sandbox games. Seems similar to the "we know what you're up to" from GC II when the AI was suggesting that you were about to invade its territory and/or mess it up. Here in GC III I suspect it has something to do with declaring war whilst you have a treaty/trade with the AI faction. Or possibly declaring war when you are within the borders of another faction sneak attack style. Or not. Only really noticed it once after the fact after

9 Replies 39,552 Views

[quote who="dbuchmann" reply="61" id="3616866"] Yes, we had to pay for...wait for it...NEW RACES. And having purchased multiple copies of the previous games and expansions for myself and friends excuse me if I feel a bit miffed that the races in previous games weren't included. [/quote] Except at the end of GC II and all of its expansions, there were 12 factions. Expecting a brand new game to have [b]ALL[/b] of those factions with unique tech trees and ship styles

123 Replies 595,626 Views

[quote who="mrblondini" reply="45" id="3616752"] BuckGodot, I would suggest the implementation will be that once you purchase a mercenary from the bazaar, you're able to place them where you want them - same as improvements/buildings on planets. Why would you pay a certain amount of bc for a mercenary (who you've hired for a certain job) just to have him/her/it randomly appear somewhere on the map? Especially when that random spot is a fair bit away from the job he/she

123 Replies 595,626 Views

After thinking about it for a bit, one thing I'm curious about is how will purchased mercs be generated on the map. On small to medium size maps, where they get placed when purchased probably won't matter a hell of a lot. But if they are forced to one spawn point (homeworld, planet hosting a/the galactic bazaar, whatever) their utility [u]might[/u] be more compromised on larger sized maps. After all, if they have to spend 15 to 20 turns to get where you need them, I

123 Replies 595,626 Views

[quote who="Jedistinger" reply="12" id="3616616"] Just as I suspected, no espionage system, and this game is going backwards. [/quote] Yes because a never-before-seen in GC mechanic (mercs) is "going backwards". And espionage is still on the road map, it's just been pushed back a bit, If your "going backwards" comment was about the inclusion of the Torians and Acreans, well all I would have to comment on is that including an espionage system ala GC II would

123 Replies 595,626 Views

I haven't logged in in forever (been taking a long break from GC III), but I happened to see this in passing. If any mod has the file StarSystemDefs.xml in it, it [b]MUST[/b] be updated to include the Snathi starting system. The game will crash at map generation without it as it won't be able to generate the Snathi homesystem. Likewise, any mod that has: ContinentDefs.xml PlanetArtDefs.xml PlanetDefs.xml Probably need to be

7 Replies 9,047 Views

[quote who="admiralWillyWilber" reply="8" id="3596593"] Is that file for only mods, or where do I find it. My next question is how do I get rid of class zero planets. [/quote] Yes, that file is a mod. But you can have it as your [b]only[/b] mod if you want. Just throw it in the mod folder, turn on mods, and play the game as normal. All it does is up the generation of star systems and increases the number of planets per star system. As for getting rid of C

17 Replies 15,712 Views

Confused by one of the patch notes for the latest opt-in patch: + 10/19/73: Human player can longer initiate trade before other player has universal translator Does this mean [b]both[/b] parties need to have Universal Translator before a trade can be made? If so, can't say I like that much at all.

60 Replies 171,702 Views

[e digicons]:thumbsup:[/e] to the changes to the manufacturing and research bonuses for the tech trees. I also notice that factions based on Slavery tech can now get the Manufacturing and Technological Capitials. Thumbs up to that as well. But that does make me note that the Yor are now the only faction who [b]DON'T[/b] get them. Perhaps the appropiate techs could be added as prereques for them as well?

60 Replies 171,702 Views

Not mentioned above, but the Slave Treaty has now been renamed to Reserch Treaty. [e digicons]:thumbsup:[/e] Well, when it is displayed on screen. Internally it is still called a Slave Treaty for backwards compatability. It's a little thing, but this has been bugging me ever since I noticed it for non-slave holding races early in the beta. Thanks for changing it, SD! :) Pity it can't be done on a race-by-race basis, but I suppose that c

60 Replies 171,702 Views

Was in the process of prepping to update some of my mods when I noticed this: YorPlanetaryInvasion PlanetaryInvasion YorPlanetaryInvasion_Name Yor_Tree YorPlanetaryInvasion_ShortDec YorPlanetaryInvasion_Dec</Descripti

21 Replies 86,983 Views

[quote who="Uncle_Joe" reply="7" id="3595316"]Personally I hope this last vestige of the wheel and the attendant micromanagement is removed shortly. I much prefer the 'focus' and the ability to change it on the main planetary screen. But as long as the Global wheel exists, it's possible to micro production and research such that you gain a fairly sizable advantage over anyone not doing it (including presumably the AI). [/quote] The Global Wheel was in GC II afte

21 Replies 86,983 Views

I've done some very very very preliminary investigations, and I don't think it will be possible to mod it back in. At least not easily. Haven't looked elsewhere yet, but the main difference looks to be the file GovernPlanetWnd.xml in the Screens directory. I tried a blind copy-n-paste from 1.3.2 into a newly created Screens directory in a mod folder and that didn't work. Tried to put GovernPlanetWnd.xml in a couple of other places in the mod directory

14 Replies 24,092 Views

[quote who="Gauntlet03" reply="2" id="3595133"] If you bring Naselus a heart, a brain and some courage, then he might bring it back for you. But personally I do not dare approach the great modding wizard and his wizardly keep. Sorry, I couldn't resist. [/quote] Heh. The main issue is if one can mod Screens from the mod directory or if one would have to change/alter the actual game directory XMLs. I did a near-full

14 Replies 24,092 Views