[quote who="Maiden666" reply="1829" id="3651656"] Think I've found 2 bugs in 'Screens.str': [/quote] Well, the description for Evil Federation still isn't showing up, after adding the missing c. Maybe the reference in the UI has been set incorrectly (or is missing altogether), but I have no way of verifying this. Other than that, I have no idea what's wrong with this description. It has been bugging me for years now. [quote who="Maiden666" reply="
Gaunathor
[quote who="Maiden666" reply="1826" id="3651537"] The Power Plants, esp. the Quantum one, seems a bit too expensive in buildcost to me. [/quote] Agreed. That's why I wanted some feedback on them. I'm not entirely sure what cost I should give them. The QPP could probably stay slightly more expensive than the Industrial Sector. 275 maybe? As for the other two, I have no idea. Also, what about the other manufacturing/research boosters? Should we re-adjust their costs t
[quote who="Maiden666" reply="1824" id="3651434"] let me just point out some oversights: - Creativity-perk still uses 10 distr. points - MP+50-perk still uses 50 distr. points - the Anti-Matter PowerPlant needs to upgrade the Fusion PowerPlant (otherwise you can build both) - the ResearchCenter needs to upgrade the XenoLab otherwise this one will stay forever under "Newest" - The PropagandaCenter shows a bogus *morale*-bonus [change
All right, I'm finally done with all the adjustments. Here is the new file and the changelog . A small overview of the changes: changed AbilityBonuses.xml back to the vanilla values. There are some exc
[quote who="Maiden666" reply="1818" id="3650710"] Well, you weren't specific about it at all but the way I interpretate your posts is that you're trying to use the 27 10 taglines (which doesn't work on normal improvements...) to create the missing icon for the 10 tagline. Is this correct? [/quote] Yes, that was the idea. However, I'm not so sure about actually implementing it anymore, because h
[quote who="Maiden666" reply="1816" id="3650606"] If I'm not mistaken the ShipsSpeedBonus-tag was the reason why the GravAcc didn't work. [/quote] Oh no, the GravAcc did work. The problem was that you only got the bonus, if you built the GravAcc yourself. If you bought it or captured the planet its on, then you didn't get anything. That's not exactly how Tradegoods are supposed to behave. [quote who="Maiden666" reply="1816" id="3650606"] I once t
[quote who="Maiden666" reply="1814" id="3650281"] the MaintGrid still has the civ-wide moral-bonus installed: [/quote] It wouldn't be one of my updates, if there wasn't at least one error in it. [e digicons]:annoyed:[/e] Fixed. [quote who="Maiden666" reply="1814" id="3650281"] in case I've made my edit too late [/quote] Curious.That's the bonus originally used by the Gravity Accelerator. If I'm not mistaken, this bonus either onl
I've uploaded a new version ( changelog ). Here are the biggest changes: changed Logistics back to the original values re-added the Efficiency Center made some adjustments to the Maintenance Grid, Charging S
[quote who="Maiden666" reply="1810" id="3649917"] IMO bring the EffCenter back, the MaintGrid could be left away. [/quote] Bringin back the Efficiency Center is something I have in mind (along with so much else), but removing the Maintenance Grid is a no-go for me. I'm not going to remove features the races had in the vanilla game. [quote who="Maiden666" reply="1810" id="3649917"] The econ-bonuses from tech would have to reduced a bit to balance that out, bu
[quote who="Maiden666" reply="1807" id="3649829"] But to re-introduce some of the unique techs - didn't that break the compatibility with the campaigns? [/quote] Yes, but I already need to check them anyhow, because of the reintroduction of the Power Plants and Starbase Fortification techs. [quote who="Maiden666" reply="1807" id="3649829"] IMO the MaintGrid never really looked like the other unique Yor-structures, [/quote] Its original icon was
Okay, I've uploaded a new version. The links are still the same, but, for convenience's sake, here they are again: file and changelog . A small summary of the changes: fixed all of the mentioned typos and
[quote who="Maiden666" reply="1799" id="3649402"] There are also some variable entries present (eg. %lu) and the one concerning this law had a false attachment to it (%%) but fixing that didn't do anything to make it working. [/quote] Of course not. As I said before, the mechanical part is hardcoded. Making changes to the description won't fix the broken code. I'm also starting to wonder whether my memory is playing tricks on me again, and this l
[quote who="Maiden666" reply="1795" id="3649274"] Did you try to re-test it in AT as well? [/quote] I did. It doesn't work there either. [quote who="Maiden666" reply="1795" id="3649274"] Do you know from which file the game takes the text for the description fpr the UP tab (where you can see all the currently active UP solutions?) I can't find that anywere - but there may be a slight error at large here. [/quote] They're in the English.s
[quote who="Maiden666" reply="1790" id="3648985"] Being no expert on grammar I'd choose the one with apostrophe^^ [/quote] I had a look through the dictionary, and it's apparently written "enemy's" after all. So, fixed. [quote who="Maiden666" reply="1792" id="3649187"] The last sentence reads awkward. Because in the first sentence "The Korath" is used in a plural way, while assuming a singular a sentence later.. (?) [/quote] Fixed. Thoug
[quote who="Maiden666" reply="1788" id="3648912"] - Yor desc Terror Drones :"enemys" --> enemies [/quote] That's the singular possessive, not the plural. However, I could be wrong and it actually needs an apostrophe (i.e. enemy's). Though I thought that's only necessary for contractions (e.g. "it is" -> "it's") [quote who="Maiden666" reply="1788" id="3648912"] - Yor can only increase EconStarbases to 9% planetary support, they cannot instal
Alright, it took a bit longer than I expected, but here is the test-version of the update and the new changelog . I've added all of the discussed changes, and some others for which I'd like to hear your opinion. New
[quote who="DMF" reply="1783" id="3648229"] I just forced a Jagged Edge event. They picked up all techs that I had, even some from extinct races, plus all weapons techs that others had. Not Trade Goods, though. They have the techs, but not the goods. [/quote] The Jagged Knife works differently than the other spawned Minor Races. It starts out with the currently researched techs of all the races it took planets from when it spawned. The normal Minor Races, however, only get
[quote who="DMF" reply="1779" id="3648142"] Btw, I bought GCIII on the cheap (Steam sale) because the base game *should* run on Vista with DirectX 11. [/quote] No, it doesn't. There have been several posts of people trying to run the game on Vista during the Early Access phase, but without success. As far as I remember at least. [quote who="Maiden666" reply="1780" id="3648155"] Would also like to suggest to increase MinorRaces' Esp penalty to -50% if tha
[quote who="Maiden666" reply="1777" id="3647852"] MinorRaces are specified in RaceConfig.xml as well, so they can be included. [/quote] I guess I wasn't clear enough, but I meant the Minor Races that aren't included in the RaceConfig.xml. [quote who="Maiden666" reply="1777" id="3647852"] Although we buffed some of the racial stats of MinorRaces I still find them quite weak. [/quote] Well, if they weren't weak, they wouldn't be Minor
[quote who="MabusAltarn" reply="1774" id="3647521"] As for the Yor. It felt right, that's about it. They're terrible diplomats, yet they can convince people to defect? Never seemed appropriate to me. [/quote] I cannot agree with that assesment. If you hate your government hard enough, then it shouldn't matter how diplomatic an invader is, if they offer you a better life, in exchange for you fighting for them. Still, at least my question got finally answered. So
[quote who="Maiden666" reply="1771" id="3647405"] But that was in DL/DA. In pre-CU-TA Shock Troops-tech is only available for Drengin/Korath and Mini-Soldiers was basically available to most races, its in the generic tree. [/quote] Yes, the Shock Troops-tech became Drengin/Korath-only when TotA came out. However, it still remained the requirement for Mini-Soldiers. That never changed in pre-CU TotA. [quote who="Maiden666" reply="1771" id="3647405"] But you would
[quote who="Maiden666" reply="1769" id="3647297"] I took this https://dl.dropboxusercontent.com/u/107322588/GalCiv/Twilight.zip file given in Reply #1640 on p.66 which should be the latest, but backchecking on it these gfx are missing there too. [/quote] I didn't include the icons there, because they weren't needed. The zip-file was primarily intended for Stardock, so they could easily implement the updated files into the game. All they need to do to re-enable the fa
[quote who="Maiden666" reply="1766" id="3647106"] Interestingly, the InvTactics.xml there holds no tech-requirement for TraditionalWarfare & InformationWarfare. I think this is done so that you can still invade planets if you buy Transports from other AI while neglecting research into Planetary Invasion. What do you think about this in the case of TraditionalWarfare? Not that I think such a case would happen often, but the possibility is always there... [/quote] I forgot
[quote who="Maiden666" reply="1766" id="3647106"] I've virtually no experience with those files and would greatly welcome it if you could help on anything Campaign-related. [/quote] The easiest and quickest way to fix the scenarios and campaigns is to open the .gc2scenario files with a text editor (like Notepad++) and search for the original InternalName of the techs. If you find them, replace them with the new InternalName. The Scenario Editor also works for this, but i
[quote who="Maiden666" reply="1763" id="3647030"] Even asked Mabus how he got the icon to work but got no reply. [/quote] No surprise there. I asked him several times how he wanted me to handle Spinorial's UI changes (especially the ones that were just fixes), and never got a reply either. [quote who="Maiden666" reply="1763" id="3647030"] Seeing now that Intimidation didn't work back than actually gives me some idea of *why* those icons didn't show u