BuckGodot

BuckGodot

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

In 1.7, Colonization events have stopped occurring for many people after they have colonized 30+ worlds. Stardock is aware of the bug, but the fix for it either didn't make it into 1.7.1 or it hasn't fully been fixed yet. But until Stardock releases the fix, some players are still reporting that they are limited to 30 non-precursor world events. This mod sorta kinda fixes this bug in a very kludgy way. After playing the brand new mod by Horemvore&n

1 Replies 19,202 Views

Just did a cheater run through (cheated up 40+ colony ships and speed techs and let them fly into the night) and everything looks great! [e digicons]:thumbsup:[/e] Aside from the issues already mentioned, natch. Haven't done a full test to see if everything does what it claims to do, but that can be for the future. One nice side benefit to this mod is that is staves off the dreaded "colonization bug" that is plaguing the current builds of GC III for 12 m

19 Replies 27,637 Views

Looking good. Have had a chance to test it yet, but wanted to let you know that you probably want to have the mod display "Morale" instead of "Moral" for the Sentient Forest event ;) EDITED: Found a minor error in the Aurora Snows event. The flavor text for the Malevolent choice is simply a copy of the Malevolent choice for the Pods event in the base game. Though you would want to know. :)

19 Replies 27,637 Views

[quote who="lordduzi" reply="10" id="3636724"] I see in the replay that Founder Keys were given out. There are many of us who are unable to attend the twitch live. Is there a maybe a random drawing for some of us dedicated, but at work players to win a Founder's Key? [/quote] Founder Keys were NOT given out. Keys for the expansion and the base game were given out. As for whether or not SD is going to give them out again, that&#39

12 Replies 30,609 Views

FWIW, I decided to test Larsenex's theory of "no precursor anomalies" by starting a new game, cheating up 30+ colony ships (with cheated up population) and then sending into the wild blue yonder. Did absolutely nothing else except cheat up a couple of techs for speed and cargo space as well as turning off the fog of war. Didn't survey anything. Didn't choose any ideology traits. Just built some buildings on Earth and made all other planets either Economic

39 Replies 74,196 Views

Thanks for the great stream, Stardock. [e digicons]:thumbsup:[/e] =============== Gotta say, it was a personal highlight to be able to have a Stump The Band moment in regards to UP votes that have been defied still being applicable to all of the other factions that took part. [e digicons]:grin:[/e] Hopefully that'll be looked into for future patches. :)

12 Replies 30,609 Views

[quote who="androshalforc" reply="5" id="3636057"] house like trees. this planet is filled with large trees that form nearly perfect residences for our citizens. the catch is that the plants grow to maturity die and rot away in a mere 5 years and are only viable living habitats for 3 years. B- encourage a minimalistic lifestyle among the people to make moving easier as it will happen every few years. Maintenence -100% <br

30 Replies 167,792 Views

[quote who="pshaw" reply="2" id="3635750"] Can you submit a ticket with the save game attached so we can take a look? Thank you. https://esupport.stardock.com/index.php?/Tickets/Submit [/quote] Actually, I can recreate this on Turn One of a vanilla unmodded game started fresh with 1.7.1 opt-in: [img]http://i.imgur.com/WyKSKyi.jpg[/img] [img]http://i.imgur.com/3Tq

5 Replies 11,931 Views

Been mucking about with the latest opt-in patch for 1.7.1 and I noticed something odd. I hadn't been building much with most of my shipyards, as I was in-between starbase upgrades and had no need for any other ship building. But I got to the stage of the game where I wanted to build some ships so I could erect a sensor net in my territory and I saw that most of my shipyards had an immense amount of production accumulated. There was pretty much no way some of them should

5 Replies 11,931 Views

[quote who="infitio" reply="1" id="3635480"] Agreed, I would love to see this fixed in the next patch. [/quote] After testing, this looks to have been fixed for opt-in 1.7.1. [e digicons]:thumbsup:[/e] It might be because they got rid of idling shipyards as the field that used to say "Auto Idle" now says "Do not notify when queue is empty".

2 Replies 18,653 Views

[quote who="Larsenex" reply="4" id="3635486"] Quoting BuckGodot, reply 3 What I really appreciate is being able to stay in the "trade window" from faction to faction when I have made a deal with the first faction without having to go back to the main "talk window" for the next one. Not that big of a

8 Replies 18,685 Views

What [b]I[/b] really appreciate is being able to stay in the "trade window" from faction to faction when I have made a deal with the first faction without having to go back to the main "talk window" for the next one. Not that big of a deal with games with few factions. But it is a godsend for those 100 faction games. Doubleplusgood Stardock! [e digicons]:thumbsup:[/e]

8 Replies 18,685 Views

As of the opt-in, the Generic Tech Tree is still called the "Terran Tech Tree" in the Custom Faction Creation Screen. This is because of the TechDefsText.xml file in the Data/English/Text directory says this: GenericTechTree_Name Terran Tech Tree GenericTechT

39 Replies 74,196 Views

[quote who="Publius of NV" reply="24" id="3635073"] Thanks very much for this mod. I downloaded and installed it today and began a new game, everything is working perfectly as far as I can tell, and I'm enjoying the new tech tree choices. I'm using the generalized version, by the way. [/quote] Glad to hear you're enjoying it! And thank you very much for the kind words. Makes me happy to see people are using this. :)

39 Replies 196,808 Views

[quote who="Gauntlet03" reply="446" id="3634278"] Custom groups, instead of adding to the faction start group make it unselectable. [/quote] You probably already know this but for people who stumble upon this thread, it's because of a setting in GalCiv3GlobalDefs.xml: FactionStart And no biggie about the functionality. I'll just manually update things as needed. :)<

1,416 Replies 4,495,154 Views

Doing some more poking about, Gauntlet . In my game, the custom names of the planets of your custom star systems aren't showing up. Instead they are things like Tiamat's Promise II and Tiamat's Promise III. Doesn't appear to be any of my fiddling around with things at play, as I restored the StarSystemDefs.xml file to the state you had it in your mod. I'll do some more checking on my end though, in case it was something I did on my end

1,416 Replies 4,495,154 Views

Finally had some free time to start poking about with 4.0. Awesome as always. [e digicons]:thumbsup:[/e] I know that you're planning on making this a full replace mod eventually, but I have a highly idosyncratic setup myself, so I've been picking and choosing want I want for my home games. In doing that I think I might have made an interesting discovery that might or might not already be known. In your mod, you have a full replace for StarSystemsDefs

1,416 Replies 4,495,154 Views

[quote who="Seilore" reply="2" id="3633115"]Hmmm... It's not pulling in the general list of topics must have missed it. So I apologize for not seeing it. Thanks for pointing that out.[/quote] For what ever reason none of the patch notes ever show up for me on the list of topics. I have to go to the Support forum itself to see if there's been an update or not. Been that way for me ever since mid way through the beta.

4 Replies 26,075 Views

Finally had the chance to really put the new starbase system to a test on on the whole it's a massive improvement. There are a couple of cosmetic changes that would be nice (being able to cycle through starbases from the Sponsor screen being the most urgent), but on the whole it's very welcome news. There is one thing about the new system that irks, however. One of the new innovations of 1.7 is being able to "auto idle" shipyards. Grea

2 Replies 18,653 Views

[quote who="Zhen724" reply="36" id="3632472"]Plese don't forget we are speaking about an OPTION of removing stacking bonuses.[/quote] This still doesn't address my point about overloading a game with options. GC III is already rather (in)famous when it comes to options and customization. It's a factor that should be considered when thinking about adding even more. Doesn't mean no more options should ever be added. But I still think it's a no

49 Replies 261,411 Views