BuckGodot

BuckGodot

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

While I would have liked to see a bit more in Mercenaries (the campaign in it to be specific), I'm fairly satisfied with it. I think the potential for mercenaries, for one, is only just being scratched at. With just the base ones there are [b]a lot[/b] of interesting combos that can be made if one puts their mind to it. Moistly, I just hope Paul isn't going anywhere, as I feel he's been a tremendous advocate for GC III above and beyond the duties he's had a

50 Replies 90,831 Views

Well, [u]that's[/u] interesting. Installed the mod, removed the DLC file structure and put everything else in Designs and Gfx. Started a game and had one custom merc available. Was able to buy it. Then went to the main menu, started a second game, and got a CTD when I attempted to talk to the mercenary guild. Checking the debug.err file I see the following (slightly edited): Debug Message: Ship Design: Missing ship design for ship class static bluep

23 Replies 46,024 Views

Gonna poke about it for a bit for you. :) First thing, right off the bat, I see a folder called DLC. I'd get rid of that and put everything in their normal Designs/GFX/Game/Whatever structure. I've been modding DLC content with my Generalized Tech Tree mods and I've never had to use a DLC folder inside a mod for it to modify files found from DLCs. If not that? Well, I'm still in the middle of downloadin GRM 3.0. Even if I don't need it, I still

23 Replies 46,024 Views

[quote who="alphaprior" reply="18" id="3620651"] Ton of changes eh? And I hoped only the new races Torians etc. would add their tech trees. I guess mercenaries have added something to tech trees... [e digicons]>_>[/e] [/quote] Actually the [b]vast[/b] majority of changes were from 1.4 to 1.5. :) Plus an alarming amount of bug fixes on my end [e digicons]:rolleyes:[/e] . In a way, having to recreate the tech trees was a blessing in disg

39 Replies 196,838 Views

[quote who="alphaprior" reply="16" id="3620556"] Ok Mercenaries are out I'm not starting the game untill you release the updated mod. I'm waiting patiently..... [e digicons]O:)[/e] [/quote] Ha! I've got it all ready to go, mostly. There have been a ton of changes, so I need to write up a nice update to the README file. Once that is done and I do some double checking of things, I'll upload and share the link. In a few hours, prob. :

39 Replies 196,838 Views

FWIW, I get this as well. It seems to be happening around the mid 30s for me. I either get a Precourser World event or nothing at all. Sometimes it randomly sorts itself out and I get back on track for a while. But it then starts back up again after a few more colonies. I usually run a heavily modified game (including mods for planet traits), so I'm not sure what use a savefile/ticket would be. Still wanted to chime in that I've been seeing this a

19 Replies 21,206 Views

[quote who="MacsenLP" reply="28" id="3619836"]You're just reading the title, OP is suggesting it be replaced with something else and used Civ 5 as an example. Strictly speaking if I took 5 dollars from you but gave you a thousand euros back I would be taking something away from you still but what you'd be getting in return is obviously better in nearly all circumstances. To use that analogy hopefully the new system would be those euros if you see what I mean, well worth th

43 Replies 199,778 Views

[quote who="Achronous" reply="3" id="3619629"] Quoting SirCabbage, reply 2 Snip* Also, I know there are merc colony ships and merc survey ships... But I really hope they make some merc CONSTRUCTORS. Imagine how awesome it would be if you could buy a merc constructor that built a uniq

6 Replies 22,025 Views

Since one can disable tech trading for their games, I fail to see the reason to take it away from folks like myself who like to trade techs. You play the game your way, I'll play it mine. :)

43 Replies 199,778 Views

I originally put this in the support forum, but decided to put it here since you made the comment to keep all beta talk here. :) ===================== [b]MINOR ERROR IN BRAINY'AK TECH TREE[/b] Was checking through all of the tech trees to see what is different (and for modding purposes), when I noticed an extremely minor error in the tech tree for the BRAINY'AK minor race (that is part of the Mega Ev

12 Replies 821 Views

[quote who="mormegil" reply="2" id="3619184"] Thanks for the report, this has been fixed for the next build. [/quote] The starbase modules that enable the morale boosters are now in as of the latest pre-release. :) The Torians still aren't getting any research boosting starbase modules, however. I don't know if this is by design or not. Likewise, they still aren't able to get the Research Planetary Project.

4 Replies 673 Views

[quote who="Seilore" reply="77" id="3618918"] Game crashes when starting a game with 82 AI factions in game plus all minor factions. Game starts fine playing with 80 AI factions. If it's a limit of player issue there should be a hard cap preventing one from crossing the max number.... I created a ticket with the attached debug file, unfortunately no saved game as the game never started. [/quote] FWIW, I'm experiencing the exact same issue when I sel

125 Replies 109,081 Views

[quote who="Achronous" reply="109" id="3619245"] A side note: I know that this is probably quite low on the priority list (mine as well!), but will there be new achievements for Mercenaries? Like finishing the game with Torians and Arceans, finishing the campaign, hiring first mercenary, using mercenary to colonize etc... [/quote] ++ to this. Was wondering the same thing. Possible other cheevos Wipe out a mercenary Buy all mercaries in a tier</p

125 Replies 109,081 Views

[quote who="Ex Mudder" reply="101" id="3619086"] Is it WAD that mercenary survey ships do not have extended sensor range? I keep picking them up with as much sensor range as a warship from a shipyard. [/quote] I noticed this as well in the Campaign. Didn't exactly thrill me hat a ship devoted to scouting had no sensor range whatsoever. ;p

125 Replies 109,081 Views

I'd like to bump this back up to the top as a way of requesting that the techs SupportFieldMastery and ExplorationExtention (which add starbase range) are added to the Snathi Tech Tree. They're the only faction without them and it might be an oversight that they don't have it.

4 Replies 10,010 Views

Not sure if this is an oversight or working as intended, but I thought I would flag for attention that the Torians are not able to get any of the starbase approval boosting modules that all other factions (including the Drengin as of a patch or two ago) are able to get. This is because all of their approval boosting techs are different from the standard trees and have not had their techs added to the StarbaseModuleDefs.xml file like was done for the other non-standard races. In their case the

4 Replies 673 Views

[quote who="Achronous" reply="97" id="3619053"]You can see it in game when you examine the merc's ship components.[/quote] Well, I could if I was on my PC side of my Mac. ;p But as I do all my XML editing on the Mac side of my computer (just far far easier for me), I couldn't easily check without booting into Windows and starting up a game. Thanks for the confirmation though. :)

125 Replies 109,081 Views

I know I'm droning on and on about this, but the more I think about it, the less I am worried about it. Currently, the cost for the single available mercenary transport is: 1200 credits 1 durantium 1 antimatter. Finding the merc base. Now antimatter is the rarest of all the resources, I believe. I just don't think there will be all that many cases where someone will get knocked out before Turn 10 or 15 because of this. Clearl

125 Replies 109,081 Views

Actually, now that I think about it, [b]how IS[/b] the resource requirement for mercenaries handled? Looking over the XMLs, I don't see an obvious definition there. Credit cost? Yes. Resource requirement? Not as much. Which makes sense, I suppose, given that resources are tied to map settings. Still, this might not be as obvious fix as I thought. Unless the resource requirement is hardcoded somewhere and/or I'm just missing an obvi

125 Replies 109,081 Views

[quote who="Achronous" reply="93" id="3619039"] Hah! And watch it culture flip the next turn [e digicons];)[/e] [/quote] In the extreme early game before one settles a second or third colony (which is the point of contention here), I don't think that would really be a consideration. ;) Still, if we do think this is really a problem then this (or something like it): [quote]I think balance of resources seems to be the way forward. 1 Thulium<

125 Replies 109,081 Views

[quote who="Achronous" reply="88" id="3619032"] I definitely see your point. My only problem is that you can completely wipe out an enemy with a transport, but not with a colony ship. [/quote] OK, how's this as a balance fix. Up the resource requirement so it isn't easily obtainable in the very very early game, even if one does find the merc base very early. Make it a spread of resources, perhaps, so people who get the free three constr

125 Replies 109,081 Views