After the success of the rally for the duck armour (pending the creation of actual ingame items using the made images), hereby the Spider Armour. Especially for Kristy [e digicons]:P[/e] Spider helmet Increase the hero's change to dodge as a result of the granted increase in visual awareness. Spider breastplate</s
Thecw
[quote who="geniusisme" reply="3" id="3587722"] Making kinda last fun of Scott: this game is played on hard setting, not on insane [/quote] You are right, see the difficulty setup: https://www.youtube.com/watch?v=-O7leoREodg&feature=youtu.be&t=1732 [quote who="geniusisme" reply="3" id="3587722"] Unfortunately, I haven't found any way to tell difficulty setting
As the title states: When you choose the 'Winter Wind' hero skill for Korthox, the 'Winter Wind' spell becomes avail in your spell book. But the spell description states that it will transport the dwarfs army to an arctic tile. Using it deduces mana and the spell (particle) effects are shown, but the actual move of the army does not happen. @Scott Email with save game already sent to you.
As the title states, when you choose the 'Recruit Hero' sovereign skill you might acquire a Hero you already have and/or that is on the map as a statue. @Scott Email with save game already sent to you.
Naselus, The problem is far deeper than that the resources are defined as enum in StrategicResourceTypes.xsd. They are hardcoded and are hardlinked to the hardcoded values for their companioning cost enums (eg DurantiumCost and DurantiumNet) in StatTypes.xsd. To allow for custom resources, SD will have to alter the structure of several xml entities. All entities that reference StrategicResourceTypes should be changed to a xs:string, all entities that reference S
[quote who="eterxeno" reply="55" id="3580887"] The spawn command don't work [e digicons]:annoyed:[/e] It tell me "Ship design name not recognized" and yet i wrote the name of the ship in the game First i try the french name and then the english name and i have the same message. Someone have the solution ? ps : And the topic is not really about cheating but rather to know it's working in case where one day
I already noticed i was wrong, and did clear my previous posting (can't delete postings). However in the mean time found the real reason: ShipBlueprintDefs.xml: AssaultCarrierBlueprint specifies the EscortCarrierModule as type. ComponentClassDefs.xml: Specifies EscortFightersCap for EscortCarrierModule as prime stat. ShipComponentDefs.xml: For the EscortCarrierModule it raises AssaultFightersCap as the EffectType, and specifies As
made wrong posting
Occasionally the movement prediction is wrong, and when it happens it is off-by-one. In the below screenshots i will show it happening. Step 1: Move to the left of the bandit camp. Movement prediction matches the actual moves. Step 2: Movement prediction for the res
I just wanted try out whether modding of the game xml files was workable, so i made two tiny -- sort of useful -- mods. First a mod to craft a Glass Flagon from mana and Crystals . Glass Flagon
Occasionally the bidding by the AI gets completely out of control. It will bankrupt itself and will then be an immediate target for buyout. Suicide by Bidding. See the screenshot. I stopped bidding at 28K, but the AI in a bidding frenzy went over $1.000.000. After that its stock dropped to $1, which triggered a buy up race; in which i acquired the company. <img style="vertical-align: baseline;" src="https://www.mediafire.com/convkey/c547/sfj1e28pse
This is an old problem (and the solution is fairly simple), look for my Reply #730, (page 30 ) in the Post Your Gal Civ III Ship Designs! thread.
Just had the same happen to me (no screenshot made). It was in the final battle with SK. Before the battle became stuck i had lost no units and almost all of my units had a (near) 100% health, and the SK was down to himself and two harbringers. Auto resolving won the battle, but half my army was destroyed, including my three heroes: Varda, Slough, and Silindros. Auto resolving sucks. I fought the final battle purposely without Ifris, Keplin, and Drogon because these gu
Can i join the club of players with ridiculous dodging heroes? [e digicons]:omg:[/e]
[quote who="ScottTykoski" reply="1" id="3579156"] I actually prefer the success rate being tied to your Spell Mastery (and thus being more predictable), as long as there's a cost on another end. [/quote] Scott, If Spell Mastery influences the success rate of (or resistance to) the Tame spell, can that - somewhere in the UI - be communicated to the player.
Maybe it is just me, or the RNG is being friendly, but the Guardians Tame (spell) might be slightly malfunctioning. It succeeds far to often. For example: Taming a dragon succeeds in about 70% of the cases even while they are supposed to resist it with 80%. During the dev stream I mentioned this in the chat, but Kristin did not read the complete description of the problem and therefor Scott did not really got the problem. However he stated that maybe Mastery levels were influencing th
[quote who="Nastytang" reply="43" id="3579139"] LOL NO it`s there to Compel Us Elite Founders to Push It!!! [/quote] Then they should have made a button with the text "Do NOT push this button", with a tooltip stating "We really, really mean it: do NOT do it!". [e digicons]:grin:[/e] And when you hover over it a faint audio track should play repeating: "Push it; push it; we know you want to do it; you know you want to do it; come on,
For the general game flavor and the new mega events, the xml files that contain the English text are currently located in the main xml folder (Steam\steamapps\common\Galactic Civilizations III\data\Game) instead of the English translation folder (Steam\steamapps\common\Galactic Civilizations III\data\English\Text). This is not a real bug, but could be a hassle if you are running with a translated version, or if you are doing a translation yourself. General flavor file:</p
Glad it works for so many of you guys (and gals). Ahhh, the joy of spreading happiness all around. [e digicons]:grin:[/e]
[quote who="gambit1077" reply="2" id="3578915"] I also got 1.2 opt-in successfully doing this. Just an reminder or FYI, it resets a lot of game options to default, like game intro, auto save, visual, and audio preferences. [/quote] The reset of the game options you mentioned is not caused by the steam game state reset, but by the update of GC3 itself. Every update (of GC3) does and will reset your internal game options to its defaults -- maybe with the exception of hot fixes
Guys, take a look at When you can't update (to a Beta of) a steam installed game
Occasionally when switching between betas or reverted to a non-beta version of a game on steam the steam game state becomes corrupt. When this happens you no longer can update the program. You can select different betas but nothing will happen. Following this solution is on your own risk. Do not blame me when it f*cks up your steam configuration. You must be online with steam. Do not continue if steam is in offline mode. Make sure you hav
The range with the standard ships is a known problem, because of bugs with the life support/mass ratio. [1.0.3.3] Life support beyond Environmental Support useless The auto ship designer will use the highest tech (and unfortunately the heaviest) life support modules, and thereby limiting the
[quote who="Borg999" reply="8" id="3578688"] Just started an opt in game as the wizard. Got varda, not tandis as hero, and the focus choices at the start of the game didn't appear. It just went straight to the map. [/quote] Borg999 , take a look at <a id="ctl00_ctl00__Content__Content__RepeaterPosts_ctl07__PostTitle" title="Fix