lecek Let say you want to build something like this: where the dot is the rotation point. Construct the section Place a dummy component at the rotation point. I use the tiny cube (terran component 118); If needed, resize the cube; Place your saved part on one si
Thecw
Probably related to an old bug: [Bug][.61] Custom ship class is not instantiated for ships with start of game techs.
Derek, i have not seen i recently, but (if my memory serves me well) i have seen it at least twice in previous beta(s). (From memory:) it happened for me when my treasury was exactly zero. I could move the production wheel slider, but this had no influence on changing the actual production/research/wealth values. I can't remember if the wheel itself was dimmed or not. My conclusion then was that the update of the actual values was inhibited by the condition (treasury <=
When a planet build queue is empty and the manufacturing is set to zero then there will be no "Idle colony" on the turn button. How to reproduce: Rush buy an improvement and have no other items in the build queue; Set the manufacturing to zero, for example set it to 100% wealth or research; Advance to the next turn; The build queue will now be empty, but you will not be notified of this on the turn button. Therefor the game allows you to ad
A strange one (think about it) [e digicons]o_O[/e] : Weirdwyrd
[quote who="Flohaxn" reply="12" id="3535958"] found it! [/quote] [e digicons]:thumbsup:[/e] Someone already found it? SD should make it less easy to find, because it is currently only an 1 in 100000 chance to find it.[e digicons]^_^[/e]
[e digicons]:thumbsup:[/e] I see, you are into Draconian measures against your enemies. [e digicons]:grin:[/e]
[quote who="Rhonin_the_wizard" reply="1" id="3534437"] The devs' concerns with cloaking was that the AI wouldn't be able to handle it and that they would need to make that effect when the ship is invisible [/quote] The problem was that if cloaking made the ships shimmer to indicate cloaking that would give problems to both the AI and the player. In my solution a ship is either visible or not. And because the default cloaking of zero, the ships without cloaking tech w
A few more: Peatstomper Peatcrusher Dwellsinbog Tanglemire Morassler Bogbrute Fenfreak Grapegaper Watchesgrassgrow Bramblebranch
There have been a lot of talk on the forum and in the dev feeds about cloaking (and its absence in GalCiv3) therefor herewith my proposal for a workable cloaking system within the game. Premises. Every ship has a cloaking factor (default zero); A fleet has the cloaking factor of the lowest cloaking factor of the ships in it (corrected by any fleet cloaking components that are installed on the ships in the fleet); Every planet and sta
[quote who="androshalforc" reply="5" id="3534400"] I agree at the very least all the major's should have their own scientist type [/quote] The Drengin should have a Torian slave scientist, for no self respecting Drengin will become a pencil pusher if he can whip the desired results out of a hapless slave; And when that one fails there are always others available for replacement, leaving the failure to become Torian rump roast. [e digicons]}:)[/e]
As which race are you playing? Because the TechDefs.xml file is used for races that do not have a specific tech tree. For the Terrans you should change the TerranTechDefs.xml, for the Thalan you should change the ThalanTechDefs.xml, etc, etc... This means that if you want to change the research cost for all races you will have to supply modified versions of all the *TechDefs.xml files. Note: You did not alter the research rate you altered the research
Stream is currently running: http://steamcommunity.com/broadcast/watch/76561198043912108
One more for your consideration. Barkless This unfortunate swamp giant was born with soft skin and a soft voice. (Bark as in the bark of a tree and as the bark of a dog).
Known bug. [.72.2][Bug] Benevolent Exporters (Traders I) does not gives an additional traderoute
Ray, i was going through a fast test game in which i (except for the starting turn save) made no save. Therefor i have no save prior to this bug.
Ray. Ticket submitted.
Ray, ticket submitted.
[quote]Suggestions on the strem was Swag and Stinkus, Squuiggled suggest Mudlock. [/quote] The name i proposed was actually "Stinkus Giganticus" with a double meaning: He is a giant who stinks and the stink is gigantic. Further names i proposed in the dev feeds (before Scott stated that they only want the first name part): Man Grove Beastly Loghead Brian Brainrot After Scotts statement: Littlechip</li
Sometimes when your survey ship tries to grab an anomaly that is protect by pirates the warning prompt stating that fact does not show up. This means that you do not have the choice to withdraw and combat ensues whether you want it or not. In all cases that the warning didn't show, i won without taking any damage. So i did not lose any ships, but it is a bug never the less.
After starting a new game my custom (tiny and cargo) ships showed up in the shipyard build list, and i was able to produce them even while their current mass was way above the mass maximum. I was able to build a cargo hull with 4 colonizer modules on turn 1.
How to reproduce: Place a rally point next to the shipyard; Attached the rally point to the shipyard; Build ship; Observe how the ship is not deployed on the rally point. And please give us (an easy) ability to see which rally point is attached to a shipyard.
I have not checked all my ships but in a short game i played some showed up correctly. And a number of customs ship which i should not have been able to see also showed up (with current mass larger than the maximum allowed mass) for my current tech and miniaturization level. However ALL my custom ship classes (as defined in a custom XML) fail - XML errors during game start up. SD seems to have changed the XML structure for this. More than 50 ship classes down the drain. [e digico
Duck War Hammer Does minimal damage, but gives the back swing ability (the ducks behind is the business end of the hammer) and gives a special attack: The Guano strike: The target is covered in guano (we all know what that is, don't we?), effects: Because of the acidity of the guano the target will lose HP every combat round; Not only looks the target now disgusting, the smell is even worse. Any unit