I think if developers spent more time in the business sector developing for actual customers who directly interface with the s/ware AND the programmers they'd learn a thing or two about how to implement something more effectively on the first pass and still managing to keep it at the mvp level. It's just about modularizing your approach to programming, knowing from the beginning what you'll need at the end helps a lot and is informed mostly by iteration on concepts that aren't unique to gamed
bradzoob
Sorry I mean the main building you first build on a planet (EVERY planet you colonize has one), not all AI planets have them after you invade them, it's about 50/50.
Navigating a galaxy that is segmented into circles is fun, but it needs a way to address the circles because once something is off the screen in a busy galaxy that's it good luck ever finding it again. Please generate names for the circles and tag objects/items as currently being in those circles. I play with the maximum possible size and after 200 turns it becomes a very tedious game where you're having to apply all manner of workaround to manage the fleets and jot down all sorts of no
oh right i thought the missing AI capitals was intentional, like there was a % chance i blew it away with my invasion and it was just universal atomic law that I'VE SPOILED IT FOR THIS PLANET AND CANNOT HAVE ANOTHER! lol :P
Yeah at the start of every game i just set my cam to view top down. But also resolution and various particles/gfx quality settings change the map visibility dramatically, most likely because bugs. In more modest graphic settings I can no longer see black holes and the like, just the antimatter around them but it's still fine to navigate. At 200 turns + on the most dense map setting it gets pretty vomit inducing laggy (10fps, visibility chunky), so turning all the FX off is required. The
Could be a savegame version thing, you can work around it by hitting them with missile strikes from 1-2 hexes away. It doesn't seem to happen normally I found, only seems to happen with a savegame from a previous version where those spawns must have already occurred.
lol EGS isn't a shadow of what Steam is, at this point it's just a clownshoe that is temporarily embarrassing small to mid tier devs by exposing how perilously close to cash exhaustion they are that Sweeney can just wave some coins under their nostrils and make them turn on their fanbases like rabid dogs. Steam legal compliance runs deeeeeep and is a sufficiently strong presence that the governments of nations will deal with them, getting governments to even recognize what a "digital st
Just noticed that if you regulate one of the phenomena related industries so that people aren't harmed (+10% happiness) it's considered under "Authority", is that a bug?
was this ever acknowledged?
The click blockers are a bit of a nightmare, particularly when things get a bit laggy and the framerate drops. And those lists keep resetting their vertical scroll position on every click and the list filtering is terrible. Trying to use the UI for any practical ends isn't possible. In a game with only 3 worlds and 5 ships it's fine, but that's the first 20 minutes of play time, after that the UI becomes useless. I'm uncertain why scaling the universe was a goal but not scaling the UI control
OMG just noticed I can repeat build modules now in starbases. MASSIVE PLUS. *activates "hugs every stardock dev immediately" trait*
4k screen, with UI Size: Large 4k and above Enable Gel UI Are you inheriting from Windows 10 UI adjustments or something? It's either that or nobody tested this game in 4k, which would be very odd in 2022. It's been like this since the first alpha i tested.
Howdy there, just playing around with this again. I think i'm missing something, when i create the file ShipHullStats_Tiny.xml and put it in the modName/Gameplay/ directory it throws an error. >>>>>>> E:\Documents\My Games\GalCiv4\Mods\BradsMod\Gameplay\ShipHullStatDefs_Tiny.xml(6,16): error: no declaration found for element 'ShipHullStats' E:\Documents\My Games\GalCiv4\Mods\BradsMod\Gameplay\ShipHullStatDefs_Tiny.xml(147
Thanks!, I'm looking at this file but i can't figure out how you'd use this to make an alteration. It just seems to be a list of rows like this; As an example how would i alter the the parameter EngineTrailWidth value defined in Data\Gameplay\ShipHullStatDefs.xml with InternalName=Small, changing the value from 3 to 2 for example? Thanks! Brad.  
Thanks! sounds like ModDataDefList is what i want. Where might i find those docs? Can't find that ModifyDataDef.xsd file in Data\Schema, in either GalCiv3 or GalCiv4 ? are you able to provide me that file please so i have a basis to work from? Cheers!
So i've been trying to get some info on GalCiv modding, which i presume is based strongly if not entirely on galciv3's modding, as the instructions there work, but I wanted to know if you do an XML merge as there's no mention of it. Copying an entire file to change one value means constantly having to replace the changed values on a new copy of the XML on every update, when a simple XML merge should work, even if you have to do it with a manual iteration of the XML data because you're n
Oooh these look good. +100 to table filtering / sorting, i've only colonized 3 clusters and it's an absolute chore to find anything. Pretty sure GC3 had this solved, so can you just cut n paste that code for each of the list headers ? :P also filters for features would be amazing. Since we're starving the player of resources it means locating them is pretty much the entire game. so uncolonised worlds filter for resources would be incredible, may as well make
You're talking about strategy on a per front basis, but this is just to unlock the tech that enables building of vessels, which is something we already have. Otherwise we'd be researching this tech every battle which I guess is the whole 5 months invasion thing, which for some reason is a standard length of time regardless of the number of troops you send; ergo we already have our strategic planning cost per battle. Naval battles of Earth are difficult because they're in the ocean and t
I'm getting per turn CTD's now, turn 237, seems to be random, but i persevered in the hope i could narrow it down. I think it _could_ be when a pirate ship attacks a survey ship in a hostile region. It also happened just now when i used one of those same survey ships to attack a pirate ship manually. Can happen either automatically or manually. I tried looking for game logs so i could figure out what scripted event was the last to emit but can't seem to find them.&nb
Graphic settings still make no sense, i'm on a 43" screen in 4k and i've set the GalCiv GUI setting to 4k but the icons / text over planets completely obscure any ship building facilities that happen to randomly spawn to the side or above the planet, any that spawn below are generally ok so long as another planet isn't also there. If i set the GUI to mid range the text / planets are much better but then the rest of the actual management GUI's are wrecked in a multitude of wa
@mrblondini I'm just actively avoiding trading tech now because it creates holes all over your empire that you can only solve with a tech search, a google search and repeated tedious dice rolls, sure there'll be a fix soon :) Yeah i think it's just a jolt in pacing, keeping it personal while on a galactic scale, but at the expense of coherent evolution, that old game chestnut where it has to play like a game because sadly it is a game and you are not an actual space warlord
navigation markers would be awesome still :)
Oh wow just noticed they DO have a sort of ghosting system with the StarBase builders, the resources cast a line out to the star base when they're in range, nice.
[quote who="Commander4X" reply="41" id="3840914"] Before it was: line covers/touches less than 4 corners = out. Now it is: line covers/touches less or equal than 4 corners = out [e digicons];)[/e] [/quote] OH GOD wait yes i DO know what you mean now, yeah it's always been if the radial line INTERSECTS (corners was an idea i had a hard time understanding, cell/hex intersection is fine tho) the object hex then it is considered OUTSIDE the AOE. That's how it was for GC3
You can't do the resource runs now without durantium :( even with the new mining upgrade i can only get 1.54 durantium per turn in the starting cluster, there's only 7 pieces of durantium. There's just no way i can ever justify sending one of those "yet another RNG" resource missions out there. So that leaves only the shop as the place to get durantium. Unless this is a way to get me out of that starting cluster, oh you sneaky beaks... it is isn't it. :P