lol im an idiot, files were opening in my other window, screen was off lol.
bradzoob
Dorsai won't work, throws errors, can't fix it via mod manager as there's no "check for update" function i could see and on the mod page none of the links work. Does the Mod Manager update itself? https://www.galciv4.com/mods/manager << Dorsai 2.2 update here doesn't respond when you try to click the green button (was logged in with active session). The only way i could get 2.2 to work was by disabling modding
The post i made 15 months prior, above, could probably be saved by adding "Def" to the end of that, but without knowing that you may as well have no information at all.
Trial and horror and finally made this make sense. Here's an example of how you modify only a single item, in this case 2 single items, without using an entire XML file and basically blocking updates from the game. For some insane reason you won't find a reference to this _anywhere_, i'm not sure why. ~\Documents\My Games\GalCiv4\Mods\ \Data\Gameplay\ModDefsList.xml Had some problems with this due to throwing errors numerous times, it's not as fluid
mods work, but i don't know how to make proper overrides, so your xml files are basically a static game def and an update won't include any of the changes from their end. Still waiting on instructions for that to work, or even an example.
That was painless as heck and i'm just as happy as a clam yeehaw :)
is it tho? is it DLC? sounds like, and literally cited as in the months since, a replacement of the unquestionably incomplete gc4 that i swear we already bought and are being asked to buy again. lol. Sigh, you shady devils are lucky we know how rare and precious 4x like galciv is. :P I mean it's fairly obvious 4x is an EOL genre, i'm just happy one of the pioneer companies is still doing it, though I'd recommend being real careful with the AI, there's a lot of fire and sparks up in the
yeah, i mean i found my way to mod gc4 to my liking but it takes time and i have no idea how to make it stick so that it would just integrate my changes, which was a pain, so i went back to playing 3 since gc4 without modding was painful for me to play. Found a gc3 mod that overhauls immense maps perfectly. Since it's just XML modding maybe it could be done by a recursive data editor instead of by hand. Any tools you can recommend?
been playing a big gc3 game and man i miss the crazy good graphics of 4.
The videos are a huge fidelity uptick from previous galcivs, somebody has been playing with UE a bit i reckon. :P they're very gorgeous.
I love this post so much, more of this. I love the partitioning of maps, i know it seems like a simple choice but man if you're huge into 4X this is a massive change, for my conquer-driven brain it helps break up the conquest wonderfully, except for one problem; the implementation. Clusters should have names, like cmon, obviously. :P due to the pacing of the game when unmodded it takes me 2 weeks play time to get from one corner to the other so i need a way of knowing what
this will no doubt go down like a lead balloon. The release description is very obviously truth averse lol.
Is this an update to GalCiv 4 or a DLC or a completely different game? It feel almost intentionally ambiguous.
lol was hoping this might actually be some documentation for modding, my lord.
Yeah it'll be something Derek has to implement in the source code. :)
ooh i like that tech idea, i've been playing with that one in my head for a while. Creating a sort of meta properties for techs so they can automatically be associated in a network for adjacency and using simple cyclical graph distance to calculate distance to techs you've already researched. I suppose the one armed bandit approach to extraneous techs would work as an additional zinger too, techs that are just boost techs or esoteric bonuses that appear once a combo of intentionally researche
Maybe i'll get a printer, then i can screencap the clusters, print them off and just have a map with marked clusters with pet names :P
I think if developers spent more time in the business sector developing for actual customers who directly interface with the s/ware AND the programmers they'd learn a thing or two about how to implement something more effectively on the first pass and still managing to keep it at the mvp level. It's just about modularizing your approach to programming, knowing from the beginning what you'll need at the end helps a lot and is informed mostly by iteration on concepts that aren't unique to gamed
Sorry I mean the main building you first build on a planet (EVERY planet you colonize has one), not all AI planets have them after you invade them, it's about 50/50.
Navigating a galaxy that is segmented into circles is fun, but it needs a way to address the circles because once something is off the screen in a busy galaxy that's it good luck ever finding it again. Please generate names for the circles and tag objects/items as currently being in those circles. I play with the maximum possible size and after 200 turns it becomes a very tedious game where you're having to apply all manner of workaround to manage the fleets and jot down all sorts of no
oh right i thought the missing AI capitals was intentional, like there was a % chance i blew it away with my invasion and it was just universal atomic law that I'VE SPOILED IT FOR THIS PLANET AND CANNOT HAVE ANOTHER! lol :P
Yeah at the start of every game i just set my cam to view top down. But also resolution and various particles/gfx quality settings change the map visibility dramatically, most likely because bugs. In more modest graphic settings I can no longer see black holes and the like, just the antimatter around them but it's still fine to navigate. At 200 turns + on the most dense map setting it gets pretty vomit inducing laggy (10fps, visibility chunky), so turning all the FX off is required. The
Could be a savegame version thing, you can work around it by hitting them with missile strikes from 1-2 hexes away. It doesn't seem to happen normally I found, only seems to happen with a savegame from a previous version where those spawns must have already occurred.
lol EGS isn't a shadow of what Steam is, at this point it's just a clownshoe that is temporarily embarrassing small to mid tier devs by exposing how perilously close to cash exhaustion they are that Sweeney can just wave some coins under their nostrils and make them turn on their fanbases like rabid dogs. Steam legal compliance runs deeeeeep and is a sufficiently strong presence that the governments of nations will deal with them, getting governments to even recognize what a "digital st
Just noticed that if you regulate one of the phenomena related industries so that people aren't harmed (+10% happiness) it's considered under "Authority", is that a bug?