BuckGodot

BuckGodot

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

[quote who="00zim00" reply="5" id="3593083"]In the mean time if you dont want to wait you can mod in a higher limit yourself by doing the following- Find MapSizeDefs in the data/game folder, then change every instance of to 999999. This should remove the arbitrary cap and you should get more planets. You have to do it for each map size your going to use, its all clearly listed in the file so should be easy t

17 Replies 15,695 Views

The number of planets per systems (and stars on the map for that matter) was severally cut back just after the game was launched. I happen to have a mod that restores it to that level. It is still a little bit under the GC II generation (I'd say the mod I have is about 85% to 90% or so), but at least it is better than the base game. If lots and lots of planets is what you want, that is. :) I'll edit in the link to

17 Replies 15,695 Views

This mod is now nearly ready for release! :cool: [b]ALL[/b] tech trees have now been converted into Generalized form (both bridge and bridgeless), including the Snathi and the various non-player factions. Minor testing has been done, mostly to see that the game loads up on all player factions and that no tech trees crash the game upon display. All that is left to do between now and Initial Release is writing up a README for both versions of this mod and re-writin

39 Replies 197,095 Views

You can also make a custom tree by modifing a base tech tree in the appropriate spots to get synthetic or scavenger flavor. It's a PITA to do major changes to a tree (as I am finding out as I work on the project I am close to finishing) right now without the editor that will hopefully come down the pike. But it is doable. Especially if one isn't insane like I am and adds only one or two branches to a tree.

22 Replies 28,654 Views

[quote who="Hjalti Thordarson" reply="3" id="3591467"] Nerf it perhaps but to remove it is really ps me off. Bring it back! [/quote] It's pretty easy to mod back in: Just follow the directions given in Reply #3 of this thread: https://forums.galciv3.com/471809/get;3590824

6 Replies 14,123 Views

[quote who="joeball123" reply="7" id="3591263"]Now, now, don't be forgetting interest. It's so terrible to be forgetting interest...[/quote] Just to double check, are we talking simple interest, compound interest.... Or exponential interest on this economic growth I could have been getting? I'm [u]such[/u] a bad boy at times

12 Replies 23,325 Views

So, let's see. Notwithstanding the presence of future sales (GC III is on sale right now, as a matter of fact), there is now $25 worth of DLC out there. Only $25 to go or so before I break even as an Elite Founder. :D And that ignores all the extra time I had with the game. ;)

12 Replies 23,325 Views

"Terrans" vs "Earthers" (aka Dirtlings ;)) was something of a very minor plot point in the fantastic [i]Illegal Aliens[/i] by Phil Foglio and Nick Pollotta . The point is made that Humanity is soooo backwards that they still name their planet variations of the word "Dirt" and their home star a variation of the word "Star". Thus the term "Dirtling" is used a slur against Humans. So, all things considered, it could be much much worse than "Terrans".

12 Replies 57,438 Views

Auto Upgarde ala GC II isn't possible at the moment, sorry. A lot of us have been asking for it, so hopefully when starbases are revamped, that is one of the things they'll put in. As for the rest, most of them should be doable. Raising the amount of drones via two more modules is trivial. Adding to the amount of hit points that a starbase has by a flat amount should be possible as well. The only one I am not sure about is repairing the starbase a

4 Replies 7,297 Views

[quote quoting="post"] Hi all, As the title says, I'm looking for the XML location for the limit on planetary projects at 100%. I already checked PlanetaryProjectDef. Thanks in advance for the help [/quote] Did a quick check and it looks like it is the setting for each project in the PlanetaryProjectDef file. Knowing how GC III sets certain fields, I'm betting that is the 100% limit that you are looking for. If you are

1 Replies 3,552 Views

PROGRESS REPORT: Eliminated the need for new bridge techs that only lead to specializations at the end of a branch in a tech tree and nothing else. Those specializations can now all be researched once the preceding tech in the tech tree is unlocked. Drengin Tech Tree converted. Iridium Tech Tree converted. Added to the To Do List: Check all new bridge techs to see if they duplicate the displayed name of an already existing tech and chan

39 Replies 197,095 Views

I just figured out what's going on with the "BRAINY'AK" Mega Event. They are a minor race whose tech tree is based on the Yor's. Their shtick is that they get a ton of techs for free when they are generated (including multiple early game specializations). So when they appear one can trade with them for early and mid game techs. Looks to be 51 techs in all over the four main branches.

6 Replies 35,224 Views

[quote who="Bellack" reply="29" id="3589117"]Loved the space monsters in GC2. And the whole point of fearing them was that they could pop up at any time especially when your not ready. I hope they put them in and do not put restrictions on when they show up. [/quote] The only restriction appears to be that they will not show up before Turn 80. There might have been something similiar in GC II, but I couldn't say as they weren't in TotA, which is the version

32 Replies 143,066 Views

Hello Stardock team. :) I have a quick question for you all. I am working on a mod that reworks ALL of the tech trees in the game. The question I have is, is it allowable to post a mod that has a modified tech tree for a DLC faction? In this mod, any faction that does not have a replaced tech tree will be at a pretty severe disadvantage. And since at least one DLC faction (the Snathi) is now a playable faction, anyone who chooses them won't get access to mo

3 Replies 4,325 Views

One final point. These tech trees are going to.... Not exactly be elegant. :) Due the way GC III displays tech trees, they're going to be spread out quite a bit. There is very little I can do about that, I think. After inital release, however, I will attempt to make them a little more compact and not quite as spread out. I can do this by shifting where in the xml file they are put, as GC III will readjust the tree slightly depending on when it reads it. That's a bit down the priority

39 Replies 197,095 Views

One of the considerations I had when creating a new tech for each and every specialization was whether or not the tech that unlocks the specializations (and allows advancement along the tech tree) should actually [b]DO[/b] anything. Unlike GC II, the devs attempted to get rid of the idea of "dead techs" that simply unlocked another set of techs without doing anything else. I felt I should stay true to this philosophy of game design, as I realize that spending X amount of turns to research som

39 Replies 197,095 Views

[b]Generalized Tech Trees v.1.8.1[/b] This mod completely does away with the specialization system of GC III and makes it so that players can, eventually, research ALL technologies in their tech tree. Due to the fact that things will start to go a little wonky if techs have more than one prerequisite, this mod comes in two flavors (see following posts and/or the attached README for full details). One version of the mod (Generalized Tech Trees) creates a new

39 Replies 197,095 Views

Are you running the game with a modified StarSystemDefs.xml? If so, you need to update that to include the new Snathi Homeworld system that is part of the latest update. Just copypasting the Snathi System into your mod (if you are doing that) should make the problem go away. :)

4 Replies 5,413 Views

[quote who="Old-Spider" reply="2" id="3588238"] Quoting BuckGodot, reply 1 Do you have the Mega Event DLC? If so, sounds like you triggered the "Pirate Outbreak" Mega Event. I had no idea they were THAT nasty though! I do have it - I have everything. I didn't know about t

7 Replies 25,748 Views