Vehement26

Vehement26

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

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.

4 Replies 8,949 Views

[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

6 Replies 10,108 Views

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.

6 Replies 10,108 Views

[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

7 Replies 28,370 Views

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.

1 Replies 4,978 Views

[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

6 Replies 8,544 Views

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?

6 Replies 8,544 Views

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?

1 Replies 5,076 Views

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

7 Replies 41,310 Views

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.

3 Replies 6,906 Views

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.

1 Replies 5,884 Views

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.

1 Replies 4,663 Views