Yeah I'm not sure why you didn't get them. Playing the Barataks, right on turn one using console commands I get the miners and the template when researching that tech. Did you happen to delete the base miner template in a previous game ? That may be the cause of this issue. Loading the save, I see that you don't have the miners template; thankfully you can design one easily in the shipyard: I just did in your game. Still, I'll forward it to the team.
Draver
Good catch, forwarded it along.
What it gives hasn't changed: it gives access to Resources Extractors. The latest patch hid the list from the tech description. Once you unlock the tech, you should still see the list in the pop up description.
The way I do it is open all the Gameplay XML files in notepad++ and do a search all for the terminology I'm looking for. There's not really any other ways then do to searches I've found.
Hiya! Maybe this guide could help you get started on how to make it happen: https://steamcommunity.com/sharedfiles/filedetails/?id=3053849809 The xml that you would want to emulate/modify is named AbilityDefs.xml. Finally you might find a lot of insights in the mods found at https://www.galciv4.com/mods/manager in particular in the B
Hiya! Wrote to you on Steam ;)
The OP is right about the Facet Conduit; it should be spawning PLAYERSPECIES and not a Luxar. I actually have a mod in the bundle of mod that fixes this issue: BugFix_UP_FacetConduit . Feel free to use it for your next game!
Can you share that save file over in the Sitrep channel on discord ?
This is really strange. Beside doing a File Verify on Steam, or trying to reinstall by first uninstalling and deleting (or at least renaming the folder to a new one can be created) everything in %userprofile%\Documents\My Games\GalCiv4\ and \SteamLibrary\steamapps\common\Galactic Civilizations IV I'm not sure what could be causing this.
Ahh you're right; deleting the default templates can cause some of these issues to show up.
When you reinstalled, did you delete this folder as well: \Users\You\AppData\Local\sins2 ? That would resets your settings.
[quote who="Touren" reply="3" id="3978113"] It's more of a consern then judgment. Faced already with total war warhammer 3 dlc with no content for that price and as a result CA had to add more content instead of improving the game as a whole. Stellaris dlcs with reuseing already existing mechanics etc. [/quote] Noted!
Yeah, that is certainly obnoxious. Do you happen to have a save show casing this ? Best to share it over at the GC4 discord: https://discord.gg/galciv
I wonder if it's hidden somewhere in the xmls which may allow it to me modded ? Might be worth exploring those if that's something you really really really want to change!
First time I've seen that ! If you figure it out please let us know :)
Yeah, I don't know if anything can be done at this point in the life of the game. I'm not sure why your system is cooking like that at all time. :/
This is a progressivism focus race, so you'll want to push your research culture tree and get your tech output as much as you possibly can while keeping your industrial output optimized for your shipyards. The Hyperion Shrinker from the culture tree will be extremely useful since you're also a war focus civ; that will allow you to put more weapons and stuff on your ship designs. My guess is that you'll need to out tech your opponents so you can crush them with military might.
There's a lot of items being rendered when zooming out; the fact that it actually push the GPU is good! Do you get good FPS ?
Gameplay mods found here certainly can: https://www.galciv4.com/mods/manager Steam mods though, like civs and ship sets, I'm not sure how you would.
Yeah, thank you for sharing the save file. I'll get this to the dev team next week so they can take a look. The ship in question is strange to me as it doesn't show the Flag Ship module when inspecting it. Hopefully the dev will be able to figure out and fix the issue in the future.
I'm thinking you could refit it back to a non flag/transport ship ? Else you could try turning the world into a core world so it can have more then 1 citizen in orbit (if the world is core-able that is possible). I wonder if you could send another transport ship there and see if you can move one citizen over. I'd think the easiest way though would be to refit it back to a normal ship. Alternatively you could try to use a console command; not sure if it'll work though. Enable t
Did you happen to refit it as a Flag ship or with a transport module ? If so, flag ship and transport ship have one citizen on them so it can't get out of the colony since there's only 1 citizen present on the colony.
Yup, that certainly is frustrating! I've shared your feedback with the team, thx for taking the time to write it down. Looking at the XML, the ability calls one StealTechInRange. I guess it only check once if there's a valid planet to target and then gives you one tech if one is available.
Hiya! The new specie phenotypes are available for custom species you'd like to make yourself using the in-game tools. They'll characterize the citizen of your custom civilization. You should see the Mega Structure Banner on the main menu page if they're correctly running.
Glad your loving the game Cylexian! It sure is a lot of fun. I've shared your feedback with the team ;)