[quote who="Aedaric" reply="4" id="3519956"] Well, I've attempted to upload a support ticket six times. The database seems to be having issues with me. Reduced 56% Original 1017 x 259 [/quote] <a id="ctl00_ctl00__Content__Content__RepeaterReplies_ctl05__LinkUser" class="hand" title="Click user name to view
Thecw
While there are a lot of (hot)keys not yet in the game, this post is not about that. The "Done" button/action in the shipyard is not bound to the "Done" key. The default binding in the Options->Input for the "Done" key is "Enter". The "NextNotification" key (default the "Tab" key) also invokes the next turn. While it should take you to all outstanding actions, but not end your turn. To go through all the outstanding actions and th
Gauntlet03, Very nice, especially the gun boat and the destroyer. And your small defense station is cute. [quote who="Gauntlet03" reply="796" id="3519958"] Nice ship the CW! I like the barrel placements on the middle/sides and the angling. [/quote] Yes, that's me: working all the angles while staying in the middle and choos
A lot of sensors have the wrong mass class. The resulting effect is that specialized scout / survey ships have an incorrect sensor range, because they now depend on the life support mass reducing techs. If you have researched all life support and sensor mass reducing techs, then there is no difference because they both have 3 techs that reduce the mass by 20%. But at the moment the sensor mass reducing techs are quite useless. The following sensors have "Life Support Mass" ins
The upgrade chain for the commercial modules depend on the GoodsAndServices modules instead of their own predecessor. This is an old bug that is now back. The StarbaseModuleDefs.xml file: For the OrbitalShoppingCenter the should be StarbaseMarket instead of RecreationCenterModule. For the StarbasePromenade the should be OrbitalShoppingCenter&
Overgunned (Large kinetic ship) Make sure you have a bigger gun than the other guy. And have lots and lots of them. Hearing protection not included! The link. The template design files . Note: the design files are for a template with a short ship name! The screenshots. As can be seen in the s
So many new ships, so little time to check them out. trumpeter87, Like your dreadnought and corvette. Edladner, Impressive cruiser. <a id="ctl00_ctl00__Content__Content__R
[quote who="DivineWrath" reply="3" id="3519184"] I'm actually studying how to mod them right now. [/quote] DivineWrath, take a look at my replies in the Designing t
[quote who="a0152570" reply="7" id="3518763"] Is this a modder only thing or will "save as template" update the *.xml's based on the assigned role? [/quote] Consider it a modder thing. The "save as template" will not touch any .xml files. And in the current version you can no longer specify an assigned role. The game will assign the role depending on the actual active components on the ship. So if you don't want to mod, you can still use the templates
While the above about using the template to create functional ship designs is true, there is another reason for template creation. The real need for the templates is that (custom) ship classes use them to allow the auto ship designer to generate the various versions of that ship. So there is a Terran_Scout template (in "steamapps\common\Galactic Civilizations III\Designs") which in combination with the TerranScout class (as defined in ShipClassDefs.xml) and the ScoutBlueprin
It is 'hardcoded' in the xml files. From ShipComponentDefs.xml: AssaultCarrierModule ... AssaultCarrierModule ... From ComponentClassDefs.xml: <ComponentClass&g
Rhonin_the_wizard is talking about the the Pragmatic neutral trait. From the Galactic Civilizations III - Beta 4 changelog [quote]New Pragmatic traits: <p style="p
[quote who="DivineWrath" reply="2" id="3517899"] I'll have to look up how to do that kind of modding then. I don't think there are anything for carriers in the game right now. [/quote] DivineWrath, Take a look at the <a id="ctl00_ctl00__Content__Content__RepeaterPosts_ctl30__PostTitle" title="Designing the Initial Starting
Change in version .70 (Beta 4). Roles (except Assault and Support) should no longer be specified in ShipBlueprintsDefs.xml. Specifying any role other than "Assault" or "Support" will result in multiple ship-design-versions being created. So for the earlier mentioned example, that should now read as: TerranVoyeurBlueprint
The sounds are stored in a Miles Sound System Compressed file (\steamapps\common\Galactic Civilizations III\Sfx\GC3_SFX_Bank.msscmp). Unlike previous versions of the RAD Game Tools there is no non-commercial/home-use version available. However it appears that there is mp3/wav/ogg support for mods in the game, but the entire mod-support is not yet active [e digicons]:([/e] .
[quote who="thenewteddy" reply="36" id="3516873"] I'm tempted to buy one stick of 4G. How would this work out for me if I did this? I presume I should put it on slot 1, if so, should I remove what is in slot 3, or leave the 1G stick? [/quote] HP advises against breaking the population order, so do not leave slot 3 empty. While this motherboard supports flex memory access just replacing the 1 GB DIMM in slot 1 with the 4GB might work, but then you are going to mix single
[quote who="thenewteddy" reply="32" id="3516791"] http://h20565.www2.hp.com/hpsc/doc/public/display?sp4ts.oid=4065894&docId=emr_na-c01960471&docLocale=en_US What would happen if I put 4 sticks in that were all over the maximum, would the computer reject them, or would it simply not use the additional space? edit again</
Franco fx, It is already possible. I am doing in my current games. See my previous 2 posts: they explain how to do it. Because the blueprints of the standard ships are useless, i actually already play with 17 active custom ship classes (all with their own custom ship design); Which the game automatically updates (like "Voyeur M1", "Voyeur M2", e
Edladner , I like your Nyl, especially the various turrets. [quote who="Edladner" reply="762" id="3516508"] it's kinda fun to go back to the start of this thread to see the beginnings [/quote] Ah, the simpler days of yesteryear. The distant past of early 2014, when we were young and ignorant of the things that were to
Launchpad (Large carrier) Also known as the flying air field. The Launchpad has a massive amount of flightdeck, but severely lacks in the weapons department. The link. The Launchpad design files . The screenshots. <img style="vertical-align: baseline;" src="https://www.mediaf
Overseer (Large sensor ship) When you absolutely, positively have an undeniable need for battle oversight. The link. The Overseer design files . The screenshots. <img style="vertical-align: baseline;" src="https://www.mediafire.com/convkey/27f2/3g2wry40gf3jcgb6g.jpg?size_id=a"
Overkill (Large combination ship) You can never have too many weapons. The Overkill takes this philosophy to its extreme. The link The Overkill design files . The screenshots <img style="vertical-align: baseline;" src="https://www.mediafire.com/convkey/c369/2oyg3sprco5ol666g.jpg?siz
mbrash5, I ran into a bug with starting ships, but i have a workaround. See the [Bug][.61] Custom ship class is not instantiated for ships w
Horrible post title, but i will try to explain. When creating a ship class in the ShipClassDefs.xml file - so that the game will create auto-designed versions - and you use an user-made design (template) that is created with only techs available at the start of the game, then no ship (version) design is created upon game start. Lets say i have a design called "Voyeur", and made a template of it, and have created a ship class ("TerranVoyeur") for this ship template, and this sh
Brad, If i read the code correctly and there are no intended call side effects then your code is rather inefficient. [quote]Example code //GalCiv III: Example code tags a planet as a potential target. if(atWar) { FixedDecimal militaryPower = GetInterface(*it)->GetStat(StatTypes::FactionPower, StatUsages::Actual); <b