Removed.
Horemvore, did you land a cecision on the precursor anomalies finally? Take them out completely or leave them undefended?
Larsenex, since so many of us seem to like playing mirror universe races, maybe we can convince Horemvore to deliver that universe as his first DLC LOL.
Actually its something else that I am thinking of adding, lots and lots of stuff on the list and not enough time atm LOL!
Nope I still have not come to a decision on the Anomalies, in 0.3g I have added ships to the AI Fleet Governor for Survey ships, have yet to test this to see if it works, I have my doubts though, since I added the same to Support ships for the AI for 0.3f yet in my test game I saw several lone support ships, but, they might have been on route to a rally point.
I started my first game with the mod and the colors seem off. The asteroids are white along with most other things.... What did I miss?
Also, three of my own factions now come up as "unable to validate" ... "unknown appearance" when the game loads???
You missed a folder to extract. You are missing the new gradient files and Design's.
Folder name - For your Game Directory
It contains 2 folders(Designs & Gfx) you need to place in your Game folder: ...Steam/steamapps/common/Galactic Civilizations 3 (Or where ever you installed the game) and overwrite when prompted.
Thank you! Color palette correct now. I still have the issue with my home grown races being not valid. Do you have any idea there? They worked well before the installation.
Did you make them with any other mods active? They should work. "unable to validate" ... "unknown appearance" when the game loads??? this error is down to not having a race appearance, which is odd if you made your factions with the vanilla assets.
I know one thing, they will not be of any use in GST, you will have to remake them using one of the GST Races as a base. Reason for this is down to the way I have built the GST Races, they have custom starting systems, Traits and Tech trees that make them far more powerfull than the default races. if you use a faction that is not created with GST active they will be well under par
EDIT
Check your mod folder, make sure you have Star Trek - Colors mod in there. It required.
It should look like this:-
Anyone playing with either 0.3f or 0.3g?
How do you find the Starbase Maintenance?
Just installed 0.3g and playing as Feds ran into an oddity: after building a mining Starbase I can't use the thulium or durantium on a planet. It does show I have the mined resource available but on the colony screen the durantium or thulium archive is grayed out and can't be built. Any idea what's going on?
You need 2 of a resource for resource required improvements. It does say in the tooltip
No wonder! Thanks Horemvore...I hadn't noticed that had changed going from my previous version to this one. Excited to see how this plays out; I really like the additions of the race-specific wonders.
0.3g Opt-In Revision 1 is available. 19/8/16.
0.3g Opt-in 1 is save game compatible. That was a pleasant surprise
Quick question, has anyone else noticed the multitude of so called unique new buildings since the new DLC? I just invaded a Ferengi planet that had 3 Precursor Fabricator-P buildings on it, the tool tip even says it is player unique on all three LOL. I cannot build multiples but it seems the AI is not restricted to just one. Is this a DLC issue or an issue between the mod and the DLC?
That is a bug. The 'unique' per player should mean just one empire wide and also apply to the ai.
In the current game I am two revisions behind and I have invaded three ai planets and on each one they had a tech capital. I had already built up my own tech capital world and now I had four! Definitely a bug somewhere. I cannot remember the faction that had it.
Quoting Larsenex: That is a bug. The 'unique' per player should mean just one empire wide and also apply to the ai.
Figures, BTW every Ferengi planet I captured had a Technological Capital building on it also. Most of them were colonized by the Ferengi and not captured from other races, interestingly, if I destroy the improvement i can rebuild it on one of my own planet. I think I Ihave 6 or 7 by now.
Something definitely went a bit wonky with the last DLC.
Been around well before the last DLC, the AI can and will break the "one per player" rule, the same as they break the rule for resource buildings/components.
Quoting Horemvore: Been around well before the last DLC, the AI can and will break the "one per player" rule, the same as they break the rule for resource buildings/components.
I am not surprised to see the AI being able to build multiple unique resource/buildings, saw that before, although not in these numbers. I was also never able to rebuild them on my own planets if I destroyed them however, that's new for me.
its not only the AI, the Player can build multiple unique improvements too,
well in GC2 we had a similiar bug which never got fixed^^
It is much worse than I ever saw it before though. I just eliminated the Cardassians, 30 odd planets, every one of them had a precursor fabricator or two and most had a technological capital. Cardassia Prime had two manufacturing capitals and three Precursor Fabricators. I deleted the manufacturing capitals and was able to rebuild them on one of my own planet, both of them on a planet that already had one. Something is not right and I am not sure if it is the mod or the base game +DLC. Not game breaking but interesting, I am mentioning it just in case it is related to the addition of wonders in the mod. first thing I will be told is to take the mod out and play if i submit a ticket so might as well start here
This bug was present before I introduced new wonders. I even have a bug thread open about it here.
Thanks Horemvore, I will add to that post.
Quick question about 1.82. About to start a new game to fully test the opt in, if i read your notes right about the issue you brought up I can only use a max of 8 majors including myself in a game? Any other problems with 1.82 that you ran into?
Edit: Got a new DLC to contend with too. Time to delete everything and reinstall from scratch
You need to delete one of the TextDefText.xmls, thats all. other than updating the code to 1.82 (which I have done just not released it due to said bug). And about to get the new DLC, that should not cause issues once i release the 1.82 patch sincwe the 1.82 patch contains the DLC stuff it need to to operate.
Link to 0.3g, you will probably have to remove 6 TechDefsText.xml's. I will leave it upto you all on what one you wish to remove. (Star Trek - Core/Text is location)
Horemvore,
So I have to go in and remove 6 ai techdefs which folder are they in? Will this remove the ai or is there anything else needed?
Obviously need to keep the Borg.
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