Charch

Charch

Joined Last seen Member # 4247281
0 Posts 27 Replies 513 Reputation

fyi doing this means you do have to undo it later if you want to play with it again. done by the same steps except it should say install. and when it finishes if it worked it is going to let you uninstall. Please don't though, or you have to do this again. too much time on talesfromtechsupport on reddit not everyone can quite get that until it has been said so a heads up?

10 Replies 29,548 Views

From a trying to help stand point, and prior tech support experience so I may have some bias. Unless I see you physically do it myself and it can explain most or all of the symptoms of an issue it is a likely cause. In addition even if it isn't your issue, repeating it helps anyone else who reads and that was the problem. 0 loss 100% net gain either way Screen shots can quickly show what you did, not just describe it, which is why every single bug report prefers them when it is possib

11 Replies 39,609 Views

If they aren't done differently I would be surprised. Imo any system that requires resources should ensure there is always ways to get those resources and that doesn't seem to be the case with the current system. Could that be a starting point?

142 Replies 914,037 Views

how the game works is anything with the same file name as a game file replaces all other data in game. So you need to make a literal copy of everything, which is easier at the highlight and copy the file in some kind of file explorer program and then paste into into Mods\modname\game or Mods\modname\text as needed. But MasterTechDefs is what actually happens, and if everything else is true and the files are indeed in GC3Crusade folder than the file you need is MasterTech

11 Replies 39,609 Views

Some of https://www.galciv3.com/article/504716/modstech-spatial-manipulation-hypergates-stellar-architect-are-gone-help-me will help. But in retribution there is no such thing as an Altarian tech tree. That tree is from pre crusade. You want to copy the file, be very, very careful to only change the one variable (or what ever ones you do want) and save it as th

11 Replies 39,609 Views

I really hope slower fleets can't out run or get away from faster without sacrificing a few ships to keep them busy. were you aware you send civilans from your civilization capital and that can be changed multiple times per turn for free? mercs/ government ships and some ship spawning events also use it. I agree it is way less than ideal, but atm the transport can literally just be ignored by the human player anyways. Custom ships for citizens sounds a little like hero s

142 Replies 914,037 Views

lmao. Heck if I had that few stratgics, i'd happily trade all of them for a high class civilization capital. That said on a programming end player trades bunch of planets away for resources, goes to war and takes them all back is kind of like trope behaviour? I'd personally specifically code some kind of "while I appreciate the outstanding deal your offering, my advisors were pretty convincing you'd only make this kind of deal if you were planning on declaring war and taking it back so no tha

7 Replies 40,537 Views

sometimes when i place a variable in the wrong order i get errors about enumeration. for instance has to be right after improvement type, and are also very strict about the order they get placed in. Might be you encountered something similar? I have no clue about your modding limitations question. are you trying to make a whole new starbase all together? That might not be po

1 Replies 5,859 Views

I do have a couple, but before I start I haven't done any tech tree modding myself so my suggestions are going to be more focused on what issues I have caused myself and possible complications depending on how you went about trying to create your mod. Also your errors didn't mention bad variables or missing tags, somehow the tech branch itself was broken From what you said you created new files and saved those right? No game files were saved with the original name? Did you save

10 Replies 31,522 Views

I think one big issue is going to be how much time does combat take? Personally as much as I do enjoy tactical turn based combat, it isn't what I play gc for. One thing about auto resolve from another game was it showed you a rough idea of the results and you could either accept them or chose to replay manually then be stuck with those results. Something along the lines of your fleet will be slightly damaged, damaged, heavily damaged, destroyed ect. For those curious the actual game is Thea:

142 Replies 914,037 Views

i was really wanting to copy this and give the ability to hypergates but i couldn't find anything in the xml. my goal was movable hypergates because if you can move a shipyard that can build a huge ship, why not the hyper gate too? i may have to settle with removing the admin cost, making it take thulium instead. just worried about the ai over spaming them. If anyone has any other ideas that might work I would really love to hear them.

1 Replies 14,061 Views

I like the idea of getting rid of those lines mostly. it kinda gives away information players wouldn't actually have anyways. Have you uploaded it anywhere? or would you be willing to share your files/ code?

9 Replies 11,630 Views

the ship graveyard is the weak defended anomaly your talking about. they turned it off for crusade. or else in one of the crusade earlier patches anyways. Sexy leader anomalies on nexus mods turns them back on, couple other mods do too, but they tend to be bundled with a lot of other stuff. you would have to design a new anomaly type or I guess edit the existing ones to make some variety. i think it may be easier to code a check for average tech age or something, or set up some d

29 Replies 116,543 Views

you don't have to select it, if it is in the crusade mod folder and your playing crusade all mods in there should activate. If your not playing w/ crusade then it should be in \Documents\my games\GalCiv3\Mods Outside of using the mod folder if your trying to change game files, you actually have to recompile (or something similar) after changing the file, as all that stuff is pre-compiled to help speed load times. My terminology may be incorrect but either here or on steam stardock pos

20 Replies 54,431 Views

it somewhat depends on your race traits, if your content +1 or +2 and grab the supportive from economy research (+1 per colony), it isn't that hard to keep 2-3 cities happy. If your race is unhappy to start with however it becomes very difficult. It does seem like either cities cost too much food, or farms don't produce enough tho. Or planets in general need to be 1-3 tiles bigger. I'd also like to see more adjacency with tourism and morale

15 Replies 153,265 Views