BuckGodot

BuckGodot

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

[quote who="Achronous" reply="35" id="3580572"]1) Allow sorting the shipyard list by Hull Size, Weapon Type, Defence Type. Then once the ships are sorted by that, you can apply secondary sorting, by cost,size etc. As an example: http://i74.photobucket.com/albums/i269/achronous/Shipyard%20Sorting.png [/quote] Both of these are very important, IMO. Another would be being able to

68 Replies 340,603 Views

[quote who="BuckGodot" reply="29" id="3580296"] I'll pull up a full post of what I believe to be all of the "free" mega events in a bit. [/quote] List of Current Mega Events (what I believe to be DLC will be noted): Anomalies (Anomalies are spawned on the map) Artifact (Weakest faction gets a per-turn power up till the end of the game) (DLC) Assassination (A leader of a faction is assassinated, plunging the galaxy into war) (DLC) Breakt

114 Replies 497,487 Views

Well, there might be miscommunication going on [u]somewhere[/u] as I'm only seeing five mega events + Dreadlord Ship Parts in my DLC folder. Pretty sure all of the other mega events (which as Brad noted later on are a lot) are from the patch itself. Might be some miscommunication going on from the devs, marketing, and Brad here. But as I am an elite founder, it's not exactly easy for me to check. === Let me step back for a second. Can anyone

114 Replies 497,487 Views

The biggest for me would be able to have a starbase upgrade automatically when a constructor arrives at it . A preference list like the one which androshalforc listed could work for preferences, if that is a concern. But simply being able to fire a ship loaded with cunstructor modules toward a starbase and then forgetting about it will be godsend in the late game where there are dozens or even hundreds of starbases to upgrade.

68 Replies 340,603 Views

[quote who="Echillion" reply="16" id="3580029"] Yes but these are the ones past players really want? perhaps? Dread Lords - Biggest bogeyman of them all - Kill'em quick or die quickly. Peacekeeper Bloody annoying or terrifying - the old version use to kill ALL ships whether they were in space or orbit you had to hide your ships till you could take them out en masse. Assassination was based on previous event that while on a tour of one of your planets

114 Replies 497,487 Views

[quote who="RKade8583" reply="10" id="3580008"] It's the principle of the thing. I would pay $2 for it (and when it goes on sale, I'm going to) but I expected better of Stardock. The map pack included an editor. For $5, that's a good price. Hell, for $10, that's still a good buy if you're into it. This is just exploiting completionists (like me) and I won't sit idly by. I will (and have) voice my displeasure. This is a rip-off. <b

114 Replies 497,487 Views

[quote who="RKade8583" reply="6" id="3579989"] **** you, Stardock. This isn't worth a full $5 and you goddamn know it. I'm disgusted by this turn of events. You should be ashamed of yourselves. [/quote] Then wait until this goes on sale, perhaps as part of a DLC pack. If it ain't worth a whole five dollars to you, then wait until the (combined) price is. Sales happen eventually, you know.

114 Replies 497,487 Views

While playing GC III, I have found that I love (LOVE!) to get to the ideological trait that lets me double the value of constructor modules. It makes the building of starbases [b]SO[/b] much easier and far less time consuming. In fact, being something of a turtler, I tend to beeline to it as fast as possible (while still grabbing other ideological traits that catch my fancy). There is something of a drawback to this trait, at least for me. Once the 2x construction trait has been unloc

1 Replies 3,767 Views

[quote who="Deathwynd" reply="54" id="3579450"] Anything more than a single digit on resources shows up very wonky and unreadable on the top display in all screens. I would suggest the resources display needs to be expanded as it is quite possible to end up with multi digit amounts of resources depending on the distribution and cultural traits selected. In fact this display should be able to handle triple digits easily, the tooltips show up correctly but the display panel is b

77 Replies 279,765 Views

[quote who="naselus" reply="232" id="3579361"]Yeah, they presently aren't operating due to the incorrect ideology listings. Thing is, I'm not 100% sure that I want to include them after all; they're a bit too easy. Just about the only thing which is expensive enough to have to pay for ideology points is population... which can cause problems if the AI isn't bright enough to stop building it when the planet is running low. If you want to fix them, just set the p

735 Replies 1,245,138 Views

Couple of quick comments/questions. :) First off, as you might already be aware, this mod is not currently compatible with 1.2. The new mega events and the artifact are throwing things off in the GalCiv3GlobalDefs.xml file. Specifically, this: 10 30 150

735 Replies 1,245,138 Views

[quote who="Larsenex" reply="34" id="3579015"] I if I am already an elite founder and registered here do I need to still register? [/quote] Well, you can if you want, I guess. ;) But I just checked and I got the "Register DLC" as an elite founder without registering. It looks to be the cosmetic ship parts I mentioned a few posts back.

77 Replies 279,765 Views

[quote who="Deathwynd" reply="6" id="3578960"] Do you have any information on when we can expect to see mods added to the workshop, not nearly as concerned about the mod tools as the availability of uploading mods to the workshop. [/quote] Mod support for the Workshop is coming in 1.3 or 1.4, as per mentioned a few times in the devstream === Other answers at the top of my head: They hope to overhaul the invasion system in 1.5; ideological points for i

10 Replies 19,477 Views

[quote who="Deathwynd" reply="114" id="3578972"] Well I can only find reference to this in the ArtifactDefs.xml and ArtifactDefs.xsd and its attached to ModifierType in the xsd file, at a guess I suspect it adds .25 ProductionPoints globally to all colonies and then adds an additional .25 points times the number of turns elapsed in the game. If this is the case it would be of tremendous use in balancing things like flat bonus research point amounts which quickly become meaning

118 Replies 82,478 Views

Huh. This is interesting. There are a few new things in 1.2. One that immediately caught my eye: In the new file ArtifactDefs.xml there are a couple of new things. The tag " " is new as is " " Makes me wonder just what can be shoved into " " Hmmm.... (Lots of other new goodies in there as well, mostly centering around Mega Eve

118 Replies 82,478 Views

I'm not entierly positive, as I haven't been paying close attention to the Designs Folder, but it looks like the Founders Ship Designs DLC might, [u]MIGHT[/u], have been updated. :) At the very least there are files in the Desgins folder that have the phrase FounderModel that have a Date Modified of yesterday. EDITED::: Nope. Looks like these are tied to the "Register the Game" 'free' DLC. :)

77 Replies 279,765 Views

[quote who="Deathwynd" reply="21" id="3578828"] 1. Nope, this is determined in the XSD's and any change to the xsd's breaks saves not to mention being a total horseshit PITA. 2. See 1 3. its possible by giving an improvement a negative resource cost to grant resources to the player but again not a custom resource. The adding a trait to a race mid game isn't really doable as far as I can tell. [/quote] Balls. [e d

79 Replies 463,939 Views

Ever since I opt-ed in via password for the initial closed 1.1 opt-in, I don't think I've been able to get any opt-in patch that wasn't a hotfix. Is anyone else in the same boat as I am, or is this just a case where lots of people aren't able to get 1.2 opt-in?

77 Replies 279,765 Views

[quote who="naselus" reply="109" id="3578745"] Well, you could use that trigger on a racial ability. Several of the others already use triggers. And you could set durations on certain effects - what kind of effect do you want to trigger? [/quote] What I want is for all tiles on all planets (current and future) owned by a faction to be upgraded (upto LandPecentageMin .15) after an improvement is built. I can get it so it works when: The improvement itself is bui

118 Replies 82,478 Views

[quote who="naselus" reply="107" id="3578738"]There doesn't seem to be much in the way of triggers that can be used to fire something on, say, turn 100. [/quote] AIUI, that's not actually that difficult: OnStartTurn 100 BLAH BLAH BLAH it's getting to do it on [u]EVERY[/u] turn is the problem. If there

118 Replies 82,478 Views