I just had a different experience. Built a shipyard, assigned 5 nearby planets to it. Shipyard got destroyed in battle. Built another shipyard on one of those planets(not the one I built the original shipyard on, because for some reason I couldn't build shipyards there anymore). Clicked the Add Sponsor button. Game crash. Loaded the game and attempted again, happened again, and again, and again, and then I got tired.
memoryofadream
This time I was researching armor. I wonder if point defense has something similar...
So here's another one of mine:
I'm a developer too during business hours and I have a pretty good idea how that window is designed. I was hoping they would have made something more generic. I could probably write a dialog that allows unlimited number of options, if the game uses WPF that is. But I doubt i'll ever get access to their source code. Game companies are pretty secretive about that stuff. As for that other stuff, It's really strange I've noticed it even after I remove
I've tried another one. I call it shades of grey but unfortunately it's unsuccessful. Here's the game event: (please note that the events have now been moved to a separate file ColonizeEventDefs.xm l) SapientWaterLifeEvent SAPIENT_WATER_LIFE_EVENT_LABEL SAPIENT_WATER_LIFE_DESC
[quote who="sulley1" reply="214" id="3481504"] I am literally on this season (season 9). I've watched the show about twice now, but it's still good everytime! Someone should try to make the Earth starships like the Daedalus Class. I could go for a Stargate themed mod. [/quote] I've watched it three times. Have it on DVDs, but I still keep a copy of the full series + arch of truth on my HDD. Just in case i want to look at it. I tried building the Asgard
@trims2u habitable zones around red dwarf stars are often so close that any habitable planet would be tidally locket to the hoast star, like the moon is to Earth. I also have a further grievance with green stars. There are no actual green stars. Also habitable planets around blue stars(O/B type)? They don't last long enough for habitabilit
I have a few issues regarding planets 1. Saturn looks strange with no rings. 2. Why no Venus, Neptune and Uranus? 3 Doesn't twin moon mean there should be at least two moons? Two among them being somewhat i
And of course not everything has to be about good or evil. LostTelescopeWebEvent LOST_TELESCOPE_WEB_EVENT_LABEL SLOST_TELESCOPE_WEB_DESC_LABEL CO
Schaefespeare The text is there, it's just written white on white. Has something to do with the text style on the forum. buy you should be able to use it if you cop-paste that section. You can also change how often event appear by altering the weighing on each event. I designed these events with a low weighting so they'
I must say, I really like the low cost option.
Well this is a nice upgrade: Especially when my other option is +1 to missing info
I really like this bonus as well I've always wanted +1 to missing info
I actually played 7 or 8 games bilding my improvements on GalCiv2 bonuses. Only just noticed the difference. By accident.
Here are a few of mine: <
yeah it's a bit strange I pressed once and it posted it twice or rather once and a half. How do I delete it? can't seem to find a delete button here anywhere
@admins, you may want to do something about that code coloring because it's barely readable.
Here's another one: and for the code... GameEventDefs.xml [code="xml"] SlaverRingEvent SLAVER_RING_EVENT_LABEL SLAVER_RING_DESC_LABEL COLONY_EVENT_L
You may want to invest more in the graphics... I mean, even freelancer looks better than this. Nice idea with the colonization and research tree though
Abut those colonization events: The game is highly configurable. You can define your own. I already have one :) Check out my posts https://forums.galciv3.com/456004/page/1/
It may be a good idea to have a patrol option when giving commands to ships. A ship in patrol would fly around a predefined path and attack all enemy vessels that come into range. This would be beneficial especially when protecting one's trade routs. Also one could imagine having different patrol options: auto-engage all engage only military targets engage only weaker targets just scout 
It may be a good idea to have a patrol option when giving commands to ships. A ship in patrol would fly around a predefined path and attack all enemy vessels that come into range. This would be beneficial especially when protecting one's trade routs. Also one could imagine having different patrol options: auto-engage all
I've noticed that there are only two events happening when yo colonize a new world. I'd thought I'd expand on this so here is an additional event: You can have it by adding this entry to the GameEventDefs.xml under data\Game [code="xml"] GeologicInstabilityEvent</InternalName&g
A Go To button would be nice. I'd also like two option: engage and escape Engage would mean you attempt to destroy your opponent while escape means you try to elude him(only possible if you have a faster ship). If you have a faster ship you could escape but you may take some damage depends on how fast you could outrun your opponent.