Patch is live!
shaw
Hey folks, Welcome to Star Control: Origins v1.2! We've been busy work on refining our modding system. You can now access "Adventure Studio" (e.g. the quest editor) from in-game. You can now also replace your flagship in the campaign. We also made some important interface improvements including a resource locking system that will prevent you from sell resources needed for quests. Lastly, we've up
[quote who="Falkoner" reply="27" id="3732595"] https://forums.galciv3.com/491562/galciv-305-bugs [/quote] Yes. Some of the bugs from that list are in this fix (the mining bazaar comes immediately to mind as an example).
3.1 is live now. Thanks, everyone for your input.
I get this error if I forget to close an xml tag.
[quote who="Publius of NV" reply="25" id="3732571"] Quoting mrblondini, reply 24 Playing as a Custom Carbon based civilization: Is it right that Carbons have access to the Hydroponic Farm building as well as the Farm building from the start? Yes, that's a fairly recent change. I'm not su
[quote who="Publius of NV" reply="16" id="3732407"] I'm able to build a second Import/Export Center, even though it's a one per player improvement. As I said before, this is a new game started on 3.10 opt-in, I am using some mods, but I don't think they would affect that. I haven't been at war yet, so I haven't captured any planets, but I did happen to notice that way over on the other side of the galaxy it appears that the Altarians captured Drengi recently, in case that mig
Update today: You need to start a new game for these changes Hydroponic Farm is no longer free Colonial Hospital is now a flat 0.2 growth (was multiplier) Manufacture Life now costs Promethion and gives 1 population
From our designer: So here's what we think happened: You landed on Titan and examined the Scryve wreckage there. This marked complete the relevant Objective. Your lander died before it could take off. Lightning maybe. Internally, this caused the quest to not realize that it was "done." We have an internal fix that do two things: 1) It's prevented new players from getting into this situation. 2) For you (and an
T he hydroponic farm being free is just a bug. Enjoy it while it lasts. We'll have a fix for that first thing in the AM.
[quote who="Publius of NV" reply="13" id="3732398"] Quoting pshaw, reply 10 Hmmm....I'm not seeing this in my game. Can you verify steam files? Is this an old save? If so, what how old? What faction are you playing? What DLCs do you have enabled? Do you have any mods? <br
[quote who="Old-Spider" reply="8" id="3732391"] I have started several games with the op-in to check various things. I never reached 100 turns before starting a new game. That may explain some of the things I'm about to report. The Yor haven't built a farm, and they haven't destroyed any arable land. They still have empty places to build, so they may not feel the need to destroy any arable land. I probably need to play more turns. As <a id="ctl00_
[quote who="Publius of NV" reply="6" id="3732388"] I'm on the opt-in, on Crusade+Intrigue, but I'm not seeing my leader instead of the robot on either the research or GNN windows. Is it because I'm using a custom civ? [/quote] This also works for me. I am suspecting that steam didn't update you fully. Can you restart steam and the verify files? Make sure it says v3.10 after you're done.
[quote who="Publius of NV" reply="7" id="3732389"] I'm also seeing this: [/quote] Hmmm....I'm not seeing this in my game. Can you verify steam files? Is this an old save? If so, what how old? What
Update 11/8 Intrigue: Changed the "Destroyed Planets" crisis outcomes to be only "mostly destroyed."
We have a fix for the bug internally -- do you mind sending me your save game to verify? Please send to [email protected]
We do opt-ins to get feedback on changes before they go live to everyone.
Hello, We want to give you a small preview of the upcoming v3.1 patch. We've improved the AI and gameplay, as well as giving our modders the ability to design their color palettes for custom factions and ships. Highlights Synthetic AI Improvements </spa
After the update, you always get crew going if you go to Star Control. None of the patches so far have broken save games. Hopefully, I haven't just jinxed myself :)
Are you on the 1.10 version? I think I saw in another post that you on gog on an older build
Please see the following for creating your own content: http://wiki.starcontrol.com/index.php/Modders_Guide
If you go back to Earth you should get more crew. If you're out of landers and are too poor to buy a new one, the commander will give you a free lander.
[quote who="Razor Ace" reply="10" id="3731224"] How do mods in general affect save games? Can I take my post game completion save, turn on some mods, and go adventuring? Does that bake the mod configuration into sequential saves I make? I am trying to get a general feel for how/when I should use mods. [/quote] Yes, you can apply mods to an existing save game. If you disable the mod, the changes will go away. So if you remove a
1.1 is now live! Enjoy.
Hey folks, I've asked our designer to take a look. I'll let you know what he finds out.