That sounds great! I agree, the more anomalies types the better (by definition, I dare say!)
Vehement26
Thank you! That's what I was looking for. I'm thinking of a counter that would actually add to the lowest ideology. "Dissident Manifesto". Is there an action that would add points to the lower of the three that you are aware of?
I can't remember the exact title of the anomaly, but it generates 25 points to your dominant ideology. I can't find it in the DEF files anywhere. I want to design a similar anomaly and wanted to see the code that was used for that one. Anyone know where this is? I don't know if it's stock or mod, can't find it in either.
[quote who="Pawel25" reply="5" id="3684236"] Lets face it guys, ground and space combat sucks and Stardock is not talking about it. Which in my humble opinion is a big mistake. [/quote] This is my concern, there's nothing coming in the way of "Yes, we will be fleshing that out more.....love getting the ideas!" or even "Take it or Leave it, this is what you get". Personally, what I would like to see is turn-based model where you actually have to stage a campaign
Just wanted to find out if a more comprehensive ground combat system is being considered, or if the conversations just go into a black hole? I haven't really seen a lot of DEV commentary where I have seen the conversations.
[quote who="Taslios" reply="3" id="3683964"] I've always been one to support Carriers being a support ship that spawns empty. and you build Fighters to load it with. this would allow the player to design the fighters and would also allow the fighters to be more of an "ace in the hole" type fleet weapon. [/quote] That would be pretty awesome. I'd love to be able to build out an actual Air Wing, and then the fighter r
Entrepreneur 3% Increase in Trade Revenue Global or 30% increase to assigned planet 10 Helios Ore Merchant
General 25% reduction to cost of legions on assigned planet (1 per planet) 10 prometheon, Military Academy must be present on planet Academy Commandant
So, I know that there is a diminishing returns logic built into the game, but is there a hard cap to sensor range? I changed the bonus provided by "The Spider", and the results aren't nearly what I would expect. I even went so far as to make it a 500% bonus just to see if I had hit a threshold, and it appears I have.
Has anyone tried adding new promotions to citizens? Just want to see if there are any known schema constraints.
Thank you for that tip! I'll check that out.
OK, thank you.
CitizenRateReductionPerUnit >. 2 <span style="color: #545454; font-family: arial, sans-serif; font-size: sm
[quote who="Horemvore" reply="3" id="3679206"] Set the trait in PlanetDefs.xml PlanetXindi Xindus <P
[quote who="Horemvore" reply="1" id="3679197"] What do you mean a new planet type? Theres only 3 atm, Dead, Habitable, Gas Giant. if you mean the ones with bonuses, they are Planet Traits, PlanetTraitDefs.xml [/quote] Yes, I created some new traits (Utopian World, Ancient World, Lost World, etc) and assigned them to planets in the SOL system using StarSystemDefs.xml. Those planets just came up generic though. I did cut and paste from Serene World, Desert World, e
I tried creating new planet types using the PLANETDEFs and PLANETTRAITDEFs files, but they just wouldn't stick. The selected planets simply didn't have a type, they were just generic worlds. Did I miss a file, or is that not possible?
Anyone know a string that would allow an improvement to GENERATE a unit? As in: Military Academy generates a legion every 20 turns Strategic Command generates a General every 50 turns I know how to make them spawn upon creation, I'm just trying to figure out a way to make that a recurring option. Would ***** do this?
The binned files is the smoking gun I was looking for. I was modifying core files and restarting the game. I will try it in the Mod folders. Thank you for the information everyone!
I've wiped every file for GalCivIII off my system, done a complete uninstall, and reinstalled. I made sure to clear out EVERY file I could locate (Did a search on my C drive for anything with "Gal" in it). Now, when I make changes to: StarSystemDefs.xml, PlanetDefs.xml, and PlanetTraitDefs.xml They simply aren't reflected in the game. I've changed the files in both the main GalCivIII directories AND the Crusade directories. It's literally
After some tweaks I've made to multiple files, I'm now getting crashes while building my galaxy. Does the game store logs anywhere that I can view to see if I can identify the crash?
After some tweaks I've made to multiple files, I'm now getting crashes while building my galaxy. Does the game store logs anywhere that I can view to see if I can identify the crash?
Yes, that is exactly what I needed! Thank you!
Is there a way to add code to a planet type to make it trigger a specific colonization event? E.G. Active Core worlds get the Earthquakes event, Frozen Worlds get the Ice Bridge, Desert Planets get the Giant Worms (let's be honest, THAT is the most important one!). I know how and where to change the traits for the planet types, I just don't know how to code that.
Is there a way to add code to a planet type to make it trigger a specific colonization event? E.G. Active Core worlds get the Earthquakes event, Frozen Worlds get the Ice Bridge, Desert Planets get the Giant Worms (let's be honest, THAT is the most important one!). I know how and where to change the traits for the planet types, I just don't know how to code that.
I know the Blueprints use a "BestDefense" parameter, but is there also a "BestOffense" for selecting weaponry? I'm working on blueprints that are more role-specific, rather than weapon type, and would rather those ships just outfitted with the best available weapon. If it's not there, is it something we'd be able to mod in? I'd just need some guidance where the BestDefense parameter is stored. Thanks.