TurielD

TurielD

Joined Member # 3600233
5 Posts 83 Replies 23,580 Reputation

[quote who="CoffeeholicCielo" reply="1139" id="3555546"] Perhaps I'll make a video tutorial for tips on how to properly use the ship designer in the future. [/quote] I've been thinking the same, lot of people are having a hard time with it it seems. And here's a few more ships that I"m quite proud of: Defiant: <img src="http://i.imgur.com/5rhLZ38.png" alt="" width="192

1,569 Replies 7,921,640 Views

I start with buying a factory, and building one more. Fill the main area with research buildings; save individual tiles for Approval, and a pair of tiles for hospital + farm. Once this is all built, remove the original factories. The population will be rising high enough to manufacture quickly enough without factories at this point. Once these initial biuldings are down (plus terraforming etc), I set the governor to produce as much science as possible, while still retaining 10 prod

2 Replies 12,654 Views

The different ships all have a set of code that describes what components they need to have, and what they'll fill up with when there's spare space onboard, it's ShipBlueprintDefs.xml under \data\game. For example, the basic tiny beam ship is this: [code="xml"] - SniperBlueprint Tiny</ShipHull

63 Replies 374,119 Views

So, I wanted to make some custom colours to fit with the theme of the ships I'm using (I wanted particular light colours and engine trails, especially), so I went hunting. I found the GC3AppearanceDefs.xml in data\core, and found the following setup: [code="xml"] GC3_Default_Appearance Ship_Color_Default <DisplayIc

5 Replies 8,322 Views

I've been wanting to add some custom faction colour schemes, similar to how this would work. Is the easiest way to copy over the list from GC3AppearanceDefs.xml to a new file in the Mods folder, with more colour options added in, or is there a way to just add in a single colour code block to the existing XML via a mod without altering the original?

10 Replies 12,502 Views

[quote who="CaptainGarand" reply="10" id="3555180"] @TurielD Thank you very much for your contribution. Are you okay if I combine your ship templates with mine inside a single package at a later stage of the project? [/quote] Sure, though if everyone contributes bunches of ships this way it'll be a template explosion :P I'd just like to have a 'contributed by' line in the description somewhere, feel free to use and share t

26 Replies 151,989 Views

I've been spending the past few days playing as the glorious Frederation, and have spent more time designing ships than actually taking over the galaxy... Here are the template files: https://dl.dropboxusercontent.com/u/45479330/GalCiv3%20ship%20templates/GalCiv3%20Federation%20ship%20templates.rar </p

26 Replies 151,989 Views

Another issue I've had with the designer is rotation, and now that I've started working with the gizmos I think I can see why... This is how the rotation axes should display: But when attaching a part to a part which is already rotated, the axes go a little loopy... <img src="http://i.imgur.com/kku39DT.gif" alt="" width="830" heig

1 Replies 4,405 Views

[quote who="Seilore" reply="1" id="3554819"] Yeah it takes a bit for my ships to move too, however, my ships start to jump around, the other night I pulled up the stats and on the main map I'm down to 6 FPS for some reason, no matter what my settings are. [/quote] Hmm, sounds like a calculations thing then, rather than display if its not affected by changing settings

11 Replies 10,147 Views

[quote who="Maiden666" reply="4" id="3554777"] guess some of the grapics got mixed up [/quote] Yup. [quote who="Frogboy"] Mistakes were made. Luckily, no one noticed that the Altarian are was supposed to be the Torians and the Altarians are humanoid and the Arcean art are actually the Thalan. I got the art last second and well, haste. At least the Drengin and Yor are correct. :) [/quote] <

5 Replies 16,621 Views

When ordering a ship to join another (which automatically forms a fleet) and ordering the other ship to move before the first ship arrives, the second ship with move from its spot and the first ship will join it at its new location to form a fleet, even if this is beyond the first ship's movement range. Example: http://i.imgur.com/U5w9QCZ.webm As you can see, the first transport moves

0 Replies 1,794 Views

[quote who="putty101" reply="1" id="3554788"] I'm pretty sure it's the former ( un-used manufacturing capacity rolls over to the next ship, but the build queue isn't displaying it) Might I suggest tweaking your planets governing to get 6.5 more manufacturing points to the shipyard? [/quote] I can do that, then it displays that it'll build in 1 turn. Doesn't really provide much more information on whe

3 Replies 3,388 Views

I am building a vessel which costs 147 manufacturing points. I am giving my shipyard 140.5 manufacturing points, The vessel displays in the shipyard as taking 2 turns to build; that means the shipyard will let 134 manufacturing capacity of the second build turn going to waste. Or does it? Rather than what the build queue displays (2 turns per ship) I am actually building a transport every turn now... <img src="http://i.imgur.com/aZmrcta.png" alt="" width="19

3 Replies 3,388 Views

I saw this bug first on youtube, presented by Arumba: [video]https://youtu.be/qXnDVs9O9sA?t=7m37s[/video] What it comes down it, is that the shipyards 'manage' screen does not check for capacity when deciding whether vessels are build-able. Yesterday I was playing a game as a custom faction, the Frederation, which uses the Terran tech tree and ship style. I focused capacity research (as usual) and designed a late-game cons

2 Replies 18,225 Views