Thecw

Thecw

Joined Member # 4823684
9 Posts 206 Replies 3,544 Reputation

[quote who="Larsenex" reply="2" id="3506217"] Attack....wait...what??? OMG>>>. retreat!!! [/quote] Come on, these are the Drengin we're talking about. They should ram their fortress into the enemy ship, board it, fight with claw and fang, and eat the heart out of their still living opponents. [e digicons]:w00t:[/e]

3 Replies 7,312 Views

And another one. The Drengin Collector. (Large cannon armed survey ship. The intention is if it becomes possible to capture enemy ships to redesign this ship for that purpose) Gathers valuables of any kind: space debris, ships, slaves. It does not matter, the collector can collect them all. And if fools resist, the collector has sufficient firepower to turn those fools into space debris. Note: if a module will be created to capture enemy

1,569 Replies 7,927,579 Views

Just submitted my latest ship. The Krynn Convincer (a light large allround combat ship) Convince the ignorants of the truths of the Krynn faith, and if they refuse send them on their way to heaven, hell, or whatever afterlife they believe in. <img style="vertical-align: baseline;" src=

1,569 Replies 7,927,579 Views

Quoting Gilmoy, reply 10 using the generic XML primitive of . This suggests that the internal C++ meta-object protocol(?) engine need only implement once, with maybe a small library of allowed s. That's conceptually no greater burden than the engine&

15 Replies 31,044 Views

There is a bug in the forum software that only shows the view count with an accuracy of tens (rounded down). This means when your post is read 9 times it will still show as 0 views. And it only counts unique views by logged-in users, so no guest-view counts and multiple visits are counted as 1. The reply count however is accurate. It annoys me, but this is the way it is. And they have bigger fish to fry, like the not working quote system. And i have them rather spend time on d

8 Replies 10,701 Views

Quoting ctiberius, reply 2 Yes. I'm dense, but hopefully not that dense. Show me where in the Input screen I can set keyboard commands for Guard, Sentry, Patrol, Automate, Explore You are probably as dense as the rest of us, namely 1062 kg/m 3. [e digicons]:

3 Replies 3,746 Views

Quoting Dr Franknfurter, reply 7 What happens when the prerequisites are no longer met (e.g. population/PQ loss after an invasion)? (buildings destroyed, downgraded, derelict or continues functioning) How would you line-up buildings? Would you still be able to line them up but not have them start construction until the req

15 Replies 31,044 Views

Quoting Tony2488, reply 4 +1 starting off with basics, then limiting when I could expand further with a certain pop level but at least allowing me to greater develope a planet over time, sounds a good compromise to me Tony2488, It is not my intention to create larger planets, but to have better cont

15 Replies 31,044 Views

Larsenex, First my intention was to show a (xml) structure that allows for more flexibility and is more resistant to faults. Quoting Larsenex, reply 3 Over all I like the trade off of increased tiles limited by population. However, the over all feel, feels like limiting me in choices because I will have to wait on populat

15 Replies 31,044 Views

Larsenex, You are reading it correctly. For the terraforming you can then actually say something like: Soil Enhancement gives maximum 4 tiles instead of one, Terraforming plant gives maximum 3 tiles instead of one, ultra terraformer is limited to a maximum of 6 tiles instead of only being limited by the terrain land percentage. The auto upgrade should work and automatically upgrade an improvement the moment population size allows it. Building a new (extra) building whe

15 Replies 31,044 Views

While creating massive production planets i started to think about the limitations of the game system as it is now. Especially the absence of a relation between the population size and the number of a given improvement. Furthermore it annoyed me that for a given terraforming tech the number of tiles was just 1 or many, and nothing in between. At the moment for a given improvement there are three modes of limitation: 1) improvement is unique for the player ( )

15 Replies 31,044 Views

Quoting darthpotato87, quoting post 1. I kind of dislike the constructor spam caused by the fact that your constructor vanishes each time you are using it. Why not doing it the way Civ Beyond Earth is doing it with the explorers and their explorer modules? You build a constructor with one or more construction modules. You move your cons

19 Replies 8,058 Views

Quoting Publius of NV, quoting post The Krynniac Temple says it provides 10% influence growth. The upper left arrow in this screen shot shows that I have built a Krynniac Temple, but the lower right tooltip for the planet's influence does not show the extra 10%. Is that a bug, or is the influence growth reflected turn by t

2 Replies 8,731 Views

Director, it appears you have made a backup of the original (steamapps\common\Galactic Civilizations III\data\English\Text\) StarNamesText.xml but left it with a xml extension. Because the edited 'StarNamesText.xml' and (something like) 'StarNamesText - Copy.xml' exist, both are processed. The solution is to rename the (backup of

28 Replies 39,309 Views

implodinggoat, when in the ship designer and you press (and hold) the middle button and move the mouse, does the ship move? Are these movements the same as when you only press the left mouse button? If so then your mouse is in 'middle button emulation mode'. Which means it does not send middle mouse button events but simultaneous le

25 Replies 39,694 Views

@Cray2, What language is your keyboard? The unhide-debug-console key is by default bound to the key to the left of the number '1' key (not the '1' on the numerical keypad), independent of the character (letter) that is actually shown on your keyboard at that key. On various keyboards i have seen, the key there can be one ou

63 Replies 435,052 Views

I made a request along these lines in one of the dev feeds and at that moment Paul stated that they had purposely chosen to not implement it, because they thought that having a high production shipyard at the front lines would be vulnerable and that players would view it as a restriction. They were first going to overhaul the ship repair system, and after that they might look at something like this.

10 Replies 36,908 Views

Ravenous16th, this is because the 'available' ship designs are stored in the save game file. And these 'available' designs are added to it either (in the current game) by designing a ship during game-play or during game creation by scanning the design folder. Adding designs to the directory will not make them available in already

9 Replies 11,727 Views

Larsenex, there is no need to disable the Technological Victory. The AI is so inefficient at colony management that you overcome his bonuses by simply building (adjacency) efficient colonies yourself. The AI seem to prioritize terrain bonuses over improvement adjacency bonuses, which results in very low actual total bonuses. The best way is to simply ignore the terrain bonuses (unless they happen to coincide with a improvement) in favour of improvement adjacency bonuses.

5 Replies 4,103 Views