gringoesteban
Couple issues..... 1) The race graphics are missing. e.g. leader portraits, and all inhabited planets show up as ''?'' on the galaxy map rather than showing the symbol of the race that controls that planet 2) Starbases can no longer be both econ sb's and mining sb's. Same as in vanilla GalCiv3, SB's in the Star Trek mod are now an either/or type of thing, meaning that if you add an econ ring module then you are unable to also a
It looks like your tougher difficulty levels did not make it into the Beta 1.0 Release. My Games / GalCiv3 / Mods / Galactic Star Trek Beta 1.0 / Game / GalCiv3AIDefs.xml seems to be the vanilla difficulty file
Thanks, Horemvore! I believe the Cosmetic folder is missing from your WinRAR upload. The installation txt file says: Optional:- Place the three folders located in: [Cosmetic - For You Game Directory] here:- ...Steam/steamapps/common/Galactic Civilizations 3 (Or where ever you installed the game) Overwrite when prompted.
Here is my idea to solve the 'tall' issue from a research standpoint: https://forums.galciv3.com/481495
I have an idea to reduce tech snowballing, to prevent smaller empires from falling too far behind in the tech race, and to benefit civilizations that choose a 'vertical' strategy: ==> Divide a civilizat
I am impressed that Stardock is continuing to patch this game a year-and-a-half after release. Thanks for demonstrating a commitment to quality and customer service that is sorely lacking in most video game companies today. <sp
I found a couple more potential issues.... The Benevolent Ideological Trait ''Enticing'' (Prominence III) does not flip starbases. When I selected that trait, none of the AI starbases within my cultural sphere of influence converted to my ownership. Regarding the Player Achievement buildings of which only one per Player is allowed, the AI seems to be able to build multiple instances of them. For example, I captured a planet from the Domini
There appears to be an error with the '' Starbase Military Systems'' module. The Starbase Defence Systems module provides +250 HP, as it is supposed to. This module works as intended. However, after you build a Starbase Military Systems module, those 250 HP disappear. <sp
Thanks for the continued updates to this great Mod. Quick installation question -- I noticed that the folder ''For your My Games - GalCiv3 Directory'' contains a WinRAR file named ''GST 0.4 Patch - For your My Games - GalCiv3 Directory''. The WinRAR file is dated 10/13/2016. However, in you post above, you mention that you updated the Mod yesterday 10/18/2016. I just wanted to confirm whether or not I should I still
Is there any way to force the AI to accept a peace treaty? Like a cheat code, a way to edit the save game file, or any other approach?
[quote who="Horemvore" reply="181" id="3645383"] Quoting Wotan2a, reply 180 The minor races fall behind very quickly and only seem to research minor tech. I turned 9 races with the benevolent ideological choice that flips them and their planets were very far behind. at some poin
[quote who="Horemvore" reply="169" id="3644905"] They should be 500 from the start. Make sure you are not using any other mods that modify the Starbase files. What faction are you playing? Not that this should make a difference, but I can check none the less. [/quote] I think I figured out what happened.... I changed one of the Federation faction's abilities to Vigilant. From what I can tell, when a race with the Vigilant abilit
The mod is probably fine. I must have screwed it up myself when I tried to give an extra +25 HP to the StarbaseDefenseSystem module by adding the following to the StarbaseModuelDefs.xml file. It seemed pretty straightforward, but maybe it wasn't.... HitPointsCap Starbase  
My newly built starbases only have 200 HP. Are they supposed to be tougher, like maybe start with 500 HP, or do all the extra HP come with the defense and engineering mods? If SB's should have 500 HP to start with, then I'm not sure where my install went wrong. The rest of the mod like factions, tech tree, etc is all working fine. BTW I just finished a 0.3d game yesterday. Thanks for putting all the work into the mod.
I received the following error when attempting to launch the Mod. C:/Users/..../Documents/My Games/GalCiv3/Mods/Star Trek - Star Names/Text/StarNamesText.xml(0,0): error: String collision! String 'DrathOverlord_Dec' and 'Karnaugh' produce the same hash. One of these strings must be changed to avoid collision. To solve the problem, I edited StarNamesText.xml by changing 'Karnaugh' to 'Karnaughh'&nbs