General Pants

General Pants

Joined Member # 2580433
14 Posts 41 Replies 3,550 Reputation

[quote who="admiralWillyWilber" reply="8" id="3658768"] I hope the factions pack will have unique tech trees. Also a description in astro biology divergent evolutions. Lets not forget that the eyes, ears, and graspers would never be the same. Let alone that they may not even be water based, or something different than Dna to pass on inheritence, or not even be carbon based. Not even to mention about protiens. [/quote] I honestly hadn't thought of doing new tech tre

63 Replies 270,470 Views

Very large maps are difficult to navigate. It would be helpful if we could name a hex, and have that name appear on the screen just like a star name or a planet name, only it would persist even if it wasn't moused-over. This would help navigate, since we could define 'regions' of the map. I usually do this to help remember where a starbase is, e.g. 'Torian Gap Starbase,' where the Torian gap is an empty area devoid of stars along the Torian Border. It would be helpful if t

2 Replies 3,370 Views

PLAYTEST UPDATE: I have been playtesting extensively (read, playing extensively), and will just quickly update progress here: I am playing a non-modded game, and the differences are overwhelming. The Scientific accuracy mod makes a profound visual difference in the game experience. I don't think it will be for everyone, though: it is less colorful, for sure! Still, the density of star systems and the adjusted sizes of celestial bodies works better to my eye (which you woul

63 Replies 270,470 Views

[quote who="General Pants" reply="11" id="3658499"] I may have to hunt these down and disable them. This is getting problematic... [/quote] For anyone interested in stopping this from happening, go to your Mod folder and open up the folder for the More Anomalies Mod . Open the Game folder, then open MA_AnomalyDefs.xml<

12 Replies 37,293 Views

[quote who="Kraegor1977" reply="10" id="3647222"] I would love to get an event every 3 turns option in a game. What a wild and crazy game that would be! [/quote] No, you wouldn't. It is not as fun as you'd think. Of course, you DO get lots of ideaology points! [quote who="Enskipp" reply="7" id="3647009"] several of its new anomalies trigger global events. [/quote] I may have to hunt these down and disable them.

12 Replies 37,293 Views

Does anyone else have trouble with factions spawning too close together? I've recently been playing with maps (as a by-product of fixing my mods), and I've noticed that at my settings (common planets and stars, insane galaxy, about 50 factions) I'm having the other factions spawning adjacent to one another. It is an interesting challenge, especially when you spawn next to the Snathi, but a little surprising. I haven't modded the spacing yet.

26 Replies 98,185 Views

[quote who="General Pants" reply="12" id="3658312"] I can confirm that the red moon planets can be accessed in the editor as "Good Planet," "Great Planet," "Fantastic Planet," and "Perfect Planet." At present, there does not appear to be a way to turn them off. [/quote] Removing the 'generic planet' arts does not, repeat does not, eliminate the red-moon planets. They are not keyed to the planet arts at all, apparently. One interesting possibility: I h

14 Replies 18,225 Views

[quote who="Syrkres" reply="1" id="3658161"] More Anomalies [/quote] This works for you? I can't seem to get it to work. I guess it must be conflicting with one of my mods, but I can't see how... [Edit: This appears to be a mod conflict after all. Yay! Except for the fun I'm having finding the conflict...]

26 Replies 98,185 Views

[quote who="Horemvore" reply="10" id="3655049"] if you added a trait to them you kind of tricking the generator into using planets that have traits [/quote] I tried, this didn't work. :( I can confirm that the red moon planets can be accessed in the editor as "Good Planet," "Great Planet," "Fantastic Planet," and "Perfect Planet." At present, there does not appear to be a way to turn them off. :(

14 Replies 18,225 Views

[quote who="Publius of NV" reply="4" id="3658175"] Do you have research speed set to normal, slow, or what? [/quote] I don't consider it really a 'big game' unless I am slowing research, but that's just for me personally. I always play with research on the slowest speed. It stretches the tech trees out nicely, but it does seem a lot faster than in GC2 or Civ5. I could just mod that... I would not set anything (star

26 Replies 98,185 Views

[quote who="Syrkres" reply="1" id="3658161"] GRM [/quote] GRM is a must! I was gonna ask how people got their factions. Mine are GRM, many of Seilore's factions (I need to send the modified versions... d'oh!), a handful of my own, and I'm adding Hereward Hills' next time. I also raided the old runner-up factions from the faction contest, and modded in the remaining races from GC2, the Xendar, and the Stellar Guild (yawn). I'm up to around 40 factions, but

26 Replies 98,185 Views

So, apparently there are a lot of us out here who like to push the game to its extremes. One of the as-advertised features of GC3 is that you CAN play the Big Game. In fact, I play it on a relatively modest laptop. So, thoughts on the Big Game? What works, what doesn't, any tips, any problems. So far, recent posts on other threads seem to agree that there are interface issues and general management is a huge problem in the Big Game, and late-game crashes seem

26 Replies 98,185 Views

[quote who="erischild" reply="5" id="3658140"] I will add to the general clamor over UI streamlining, a theme that reverberates through several threads. Please! [/quote] In that regard, I wonder if there is a way to set up an 'asteroid management' system. I wouldn't know how, maybe through the governer screen. I though the governer screen was more useful in GCII... seems like you can't do as much these days. I am hoping that Frogboy's

8 Replies 37,668 Views

[quote who="Empress_Fujiko" reply="42" id="3658119"] Apparently the GalCiv3 team has basically no compentence in usability engineering [...] [/quote] I think that is unfair. The programmers are clearly more than competent, certainly good enough to make a marketable game. I agree that parts of the interface could be more ergonomic, but we don't know if that is a failing on thee part of the team, or, much more likely, a choice to allocate resources to a more pressing issue

57 Replies 323,411 Views

I am [quote who="erischild" reply="3" id="3658122"] By midgame, I am often making enough money to have a couple thousand around. [/quote] In my current Insane game I have only about 200 asteroid bases (for about 160 colonies). I have 173,000 credits, I'm just not willing to go around and build each base individually. It is worse than Starbase management (and I don't use the built-in system). [quote who="Seilore" reply="2" i

8 Replies 37,668 Views

I would like to see the return of the old miner modules. Miner ships were able to be automated, and I liked that mines didn't cost money (except for maintenance). I also liked having one more 'civilian' ship. However, I do understand that the current system is much more efficient in that you don't have to do AI for asteroid miners, and players don't have 3-10 extra ships to fuss over. I would prefer a return to the GC2 system, but I think a reasonable compromise wo

8 Replies 37,668 Views

I have noticed that rare items objects are showing up on maps, including some with zero probability, like the Precursor Shielded world. I've added both star systems and planets by mod, so this is a mod problem, not a vanilla-game issue. Here are the options as I see them: 1) The probabilities don't work right. 2) I'm using them wrong. Do they have to add up to 100? I thought they were relative probabilities... if they have to add up to 100 that really limits option

0 Replies 2,498 Views

[quote who="erischild" reply="13" id="3657669"] It is not a finite resource that has to be traded off if you hire a few folk or transfer assets within Stardock. [/quote] My understanding of how corporations work, and indeed life as a whole, is that all resources are finite. What resources you have must be doled out to projects according to the priorities set by management. Management can only hire on additional programmers if there is a monetary incentive to, i.e., if they w

57 Replies 323,411 Views

[quote who="erischild" reply="11" id="3657648"] As for the OP, I refuse to look at it as an either/or issue. [/quote] But it IS a trade-off. Person-hours spent developing a new expansion are person-hours that could be spent making the original game function as advertised. I was simply suggesting that time should be spent first on making the old work, then on making the new. It is clear Stardock isn't going to abandon regular GalCiv, so it is just a question of rel

57 Replies 323,411 Views

I would like a shipyard that works as well as, or preferably better than, that in GalCiv2. I want offsets and angles that don't magically change to different values after you input them. I want angles measured relative to the hardpoint, rather than relative to the ship's orientation, so you can duplicate the arrangement in other parts of the model without a sliderule. I want better organized components, and more basic shapes with fewer lighted windows that commit your ship to

57 Replies 323,411 Views

Having just encountered my umpteenth previously-discovered, still-unresolved glitch in this game, I find myself again reconsidering my commitment Gal Civ 3. It seems everywhere I go in the game I find bugs, 'unintended features,' or lackluster performance. In nearly every case, these problems are known, and have been for some time. I am not a pro gamer, I don't know how much polish is expected of a released game, but I never had this many problems with GC2, or Civ5, or Shogun, cer

57 Replies 323,411 Views