Vehement26

Vehement26

Joined Member # 6785150
1 Posts 5 Replies 13,475 Reputation

[quote who="Stalker0" reply="19" id="3856830"] I also disagree with allowing sensors to stack on one ship. That allowed you to create "super probes" in GC III that covered ridiculously swaths of areas, making any other sensor use irrelevant. I think the current model is a lot more balanced. [/quote] Personally, I'm a fan of this ship type. It's true that it provides a strategic advantage, but also makes it a valuable strategic target that has to be prote

34 Replies 128,457 Views

Did anyone play Rules of Engagement and Breach in the 90s? ROE was ship to ship combat, and you could board enemy ships. Breach was shipboard combat game that allowed you to take tactical control of those battles. ROE would just move you into Breach to play out the combat. What about an optional planetary combat system, provided as DLC? It wouldn't unreasonable to charge for it. The hex maps from GC3 really laid the groundwork. Not to mention whole

3 Replies 9,328 Views

Perhaps make the weapons systems more specific to the hull types? Tiny Lasers do 1 damage base, while Massive/Huge Hull is like 10 (Just as an example). Tiny ships simply don't get to mount the monstrous weapon systems, and the Massives get firepower that can really only be matched by similar class ships. 2 Mediums should not be able to pound a Massive into submission, not without a huge tech discrepancy between races. Maybe the fleet multipliers need to be removed o

34 Replies 128,457 Views

[quote who="Croc411" reply="3" id="3856635"] Yes, except transports. It doesn't make sense to have more than one transport module on a ship anymore. [/quote] For combat purposes, yes. However, multiple transport modules could be use to create "starliners" to move citizens to planets more suited to their preferred skillset or to evacuate a planet (for whatever reason deemed necessary),

34 Replies 128,457 Views

One thing that seems to be an ongoing concern is the overpowering capability of carriers. Well, let's be honest, that's real-life. Carrier Aircraft changed naval warfare forever, and we see it in the game as well. However, unlike in real-life, there's no dedicated weaponry to counter those craft. Right now, ships target a single ship with all their weapons (and 150 damage whales on 5 HP). What if there were weapons that would individually target ships? They

4 Replies 15,427 Views

[quote quoting="post"] The whole one-per-ship module system is a mess. At the moment I can put only two carrier modules on a ship, no matter its hull. So you don't want me to build a Huge hull supercarrier filled with carrier modules, but at the same time you have no problem with me creating a Small hull with 2 carrier modules and throwing 40 of these ships into a fleet? Doesn't make sense to me at all. Same problem with many other modules. IMO, the only modules restricted to

34 Replies 128,457 Views

I am having the same problem, but it started much later in the game (well past turn 200). I might have clicked it by accident, but I also noticed my default colony ships disappeared after I designed a different ship (is there an auto-obsolete kicking it?). Is there an edit we can make to reverse a ship's "obsolete" state?

7 Replies 13,472 Views

My biggest wish for the Gal Civ franchise? A robust ground combat engine! Thoughts: *Ground combat classes (Marines, Infantry, Armor, Artillery, Air Support, etc). Each unit having different abilities, and movement levels *Planets conquered hex by hex (both by military and influence) *Partisan units spawned based on resistance level *Having to maintain space superiority to either do orbital bombardments (or send reinforcements) <p

28 Replies 162,929 Views

One of the early things I've noticed when playing with the race customization options is that the descriptions of each of the traits only appear if you've actually chosen that trait. The "Hover Bubbles" don't appear from the selection in the drop down menu. I'd recommend adding this sooner when you start looking for more feedback on customization, since it's more likely traits will be selected if players know what they will do.

0 Replies 4,983 Views

I have spent 3 nights trying to find a creative solution to this idea, but I may be running headlong into schema restrictions. I am trying to mod the Military Academy to generate legions on a per turn basis. They are provided by the General Citizen as "AwardSpecificResource". I tried adding similar code to the Improvement and setting a trigger of OnTurnStart (or something close to that, I think I'm getting delirious). The idea was to get the improvement to award a le

3 Replies 10,151 Views

Starting a game now causes a crash no matter what. The last line of the debug reads: Debug Message: ShipComponent Created. [ Name Yor_Starbase_Wall_03] What is especially confusing is that the same GlobalDefs file that WASN'T increasing ability traits for custom races is now, but now the game is crashing. I have done multiple uninstalls and reinstalls over the last 48 hrs, each time I get a different crash. The only constant seems to be

0 Replies 4,055 Views

Debug says: DebugMessage: Tried to enter unprintable character: 8 DebugMessage: Tried to enter unprintable character: 8 DebugMessage: Tried to enter unprintable character: 8 DebugMessage: Tried to enter unprintable character: 8 DebugMessage: Tried to enter unprintable character: 8 DebugMessage: Tried to enter unprintable character: 8 DebugMessage: Tried to enter unprintable character: 8 D

2 Replies 6,073 Views

It's unfortunate to hear that the work you guys put into the game isn't appreciated. I think the problem is that for the rest of us you've created such an addictive game that we forget to thank you for your efforts!

25 Replies 172,061 Views

GalCiv3GlobalDefs.xml 5 2 I initially just put an updated file in the Mods folder, when that didn't work I updated the Core file in Intrigue. When THAT didn't work I updated the Core files in Crusade and the main GC3 download. I have since reverted all 3 Core Files, only have the modded file in my Mod

7 Replies 23,953 Views

These are the mods that I'm not seeing take effect despite being located in my Mods Folder (which is the same one from Crusade): Global Defs: Custom Race Ability and Trait points Planet Defs: Habitabilty of Mercury, Jupiter, and Saturn by changing Planet Type to Habitable Planet Class of Mars Improvements Defs: Removed Colony Unique Parameter from the Terraforming Techs, but

4 Replies 11,045 Views

My mods don't seem to be sticking entirely. Some parts of Global Defs, but not all. Star System Defs, and Planet Defs aren't all sticking either. I'm not getting errors when starting the game. I recall there were changes to Crusade that were made at the Schema level, and were overriding the DEF files. Have similar changes been made to Intrigue?

4 Replies 11,045 Views

So, when I create a custom faction (using the tool in the game, otherwise I wouldn't put this in the support forum), I can use that faction in the proceeding game I create. But, if I start another game after that, the game crashes while setting up players. If I delete and recreate that faction, it works again (until the next game after that). The Debug seems to reference a problem when creating the Tech Tree. Is anyone else seeing this?

1 Replies 4,753 Views