SAMarcus

SAMarcus

Joined Member # 2624714
9 Posts 30 Replies 279 Reputation

OK... reinstalled GCiv (again) and now I have the My Documents folders as normal, but mods are still not loading correctly. I have checked and rechecked to make sure my star, star systeem, and planet def files are all following the same patterns as the originals. I have also tried both append and replace methods and my custom homeworld still isn't showing.

6 Replies 7,332 Views

I am now very, very confused. I uninstalled all GC games. I saved the custtom files I wanted to keep to a separate location and deleted the GC folders in My Documeents. I reinstalled GCiv. I started it, set my options to allowed mods, etc., and shut it down. I then started GCiv, downloaded some ships and a civ, created a random civ, started a game, saved the game, and exited the program. At no point in all of this was a folder set created in My Document

6 Replies 7,332 Views

According to the settings, mods should work in SN as well. But the base game has more options during galaxy creation, so there's that. Either way, I have uninstalled SN and I still can't get my homeworld to work. So something has changed and I will likely have to delete the entire folder set and start from scratch. This is not cool. SN and GCiv should have separate folders and not interfere with each other, the same way they did with Crusade. That way people can play with othe

6 Replies 7,332 Views

I have both installed through Epic. I noticed that if I launch one or the other, it resets my options to defaults. I am also unable to load mods now which means my custom race homeworld and citizens are no longer functioning and the ship-style set keep coming up invalid. Are there known issues with having both installed together? I mean, I don't see a separate file set in Documents for Supernova like there was back with GCIII and Crusade. Speaking of file sets, where does Supernova st

6 Replies 7,332 Views

So... master modding type person... how do I create custom name lists for my new race of critters? And is there a way to ensure male portraits are gendered to male characters and female to female? Thanks in advance!

49 Replies 162,760 Views

Yeah, I used that to create the base of the species. It's still pretty basic despite being an amazing piece of work. What I am trying to figure out is how to make the pictures match the sex as it does with Humans and other obviously bisexual species. Also, how to create a new species-specific names list. I have yet to find the base game XML that has the names lists in them to start with (there are a lot of XMLs and they're all over the place). As far as artwork, I am actually

2 Replies 4,753 Views

So... I have created a custom civ. Created its own little home star system. I've even created the basics for the race. Now... how can I specify portraits for male/female? How can I create a new master name list for citizens, ships, etc.?

2 Replies 4,753 Views

Another thing that needs a size scale desperately is the planet labels. Or the ability to just turn them off or selectively not display things like their name or resource values. They are very good at blocking the view and selectability of the hexes that fall behind them. I can't tell you the number of times I have tried to click on something right next to a homeworld and ended up clicking the homeworld instead. Or missed that there was an artifact or other object right next to the planet tha

8 Replies 37,875 Views

I can't think of any GC game I've played where it happened before. If it's a feature, it's either kinda rare to go to the player, or I've just never been liked that much [e digicons]:annoyed:[/e]

14 Replies 42,019 Views

[quote quoting="post"] I have a few improvements I want in diplomacy. First is money. Or resources. Anything that you can trade more than one of in a trade deal. I want a new option for it, remove. With it, you can remove an offer of credits (or other resource) by clicking remove instead of reducing the amount to zero. I think this would be more intuitive. I want to be able to remove offers by right clicking them. So if you don't want to offer some credits, you just

14 Replies 42,019 Views

[quote who="valkdrvr" reply="5" id="3856437"] I find it annoying as well except that I'm thinking adding this feature/functionality would add a lot of additional processing. Consider every time a ship/fleet moves anywhere, it needs to do a check each hex. Repeat for all your ships. Repeat for every ship in the universe. Maybe this is why it wasn't added in GC3. I personally do not do auto-survey/explore as I want to see where the goodies are [/quote] It's not

12 Replies 57,443 Views

The feature exists in other games and it's not that much different from the Sentinel command which puts them to sleep until an enemy enters their FOV. Enemy enters FOV=wake up, changed to Enemy enters FOV=STOP. I would also like to see the movement changed in general, to quit doing giant check marks. In previous GCs, the ships would do a more or less straight line wiggle from A to B when A and B were not exactly in the same hex side line(1 to 4 to 1 to 4 on the hexagon,

12 Replies 57,443 Views

Yeah, I also like the names that so totally make sense. This one is Rich Jones, apparently commander of the bathroom barge, where he gets double "experience" and is a Tywom who kills people prettier than him (everyone)... makes you wonder

3 Replies 16,395 Views

[quote who="mitrida" reply="10" id="3858953"] Quoting DerekPaxton, reply 9 Colonies don't report Approval because it doesn't have impact there like it does on Core Worlds. thant's strange so what is it the purpouse of minister of colonization that give + approval on colony? <b

18 Replies 10,415 Views

Version: 1.04 Details: In my current playthrough, I have one planet that is showing different species portraits, but the tooltips for each citizen says Festron.

1 Replies 3,270 Views

Latest version, 1.04 or whatever, and I've actually generated 2 or 3 galaxies like this. The other ones had other issues I just couldn't get around, so I deleted them. Figured out what probably did it. I built a mod for my own starting homeworld system and didn't use the append method. Means I was using Star/System/Planet XMLs from like 1.01 or something.[e digicons]:blush:[/e]

6 Replies 14,698 Views

I am currently playing through a game that seems to have like 90% blue stars. In every cluster I have entered so far. Lots and lots of Thulium (I have 28 deposits in my home cluster, and only 2 each Durantium and Promethium) not so much anything else. Sometimes, the RNG just bashes you over the head.

6 Replies 14,698 Views

So, I had MAYBE this happen to me the other day. Fortunately, I have Autosaves every 2 turns, so it didn't affect me as much beyond the irritation of having to force quit the game. When I restarted it, I did so with the console enabled in case I had to try deletions or just to see what was happening since it was on Unknown Civilization 14 that the game hung up at. Now, I don't know if the console being enabled caused some difference in AI actions, or the reason was behind a Pirate/Peacekeeper

30 Replies 86,871 Views

Oh, the numbers aren't really a concern per se, it's more about what happens as time goes on, will they reach a point of starting to impact the game performance. As I am right now, I am watching the critters do their random shuffle for upwards of 2 minutes at the start of my turn. I've already gone past 200 turns before contacting one of the AI races in the next cluster over. Why? Because right at the gate there are at least two Peacekeeper shipyards and they are pretty much blocking

7 Replies 12,210 Views

This may have been answered already somewhere, or maybe brought up in GC3 at some point, but is there an upper limit to the spawns of the hostile ships? On my current playthrough, I noticed I have Asp-2067 and Sniper-999 and the creature shipyards don't ever seem to stop churning out ships. From what numbers I can see tagged to the critters, I am sitting at about 4-5k in hostiles spread through my galaxy right now.

7 Replies 12,210 Views