Jon_Archer

Jon_Archer

Joined Member # 6706001
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That's exactly what I was doing right now. Setting the default mod population. It's odd that it seems the bug only affects the Yor as far as I tested so far. So the GalCiv3GlobalDefs.xml is the only place we can partially fix that? Nothing specific to the Yor I can see. Please Devs fix this. It's a major issue with the Yor's ability to colonize as they end up losing tons of planets while having an empty colonizer at each one trying to coloni

2 Replies 23,300 Views

I went a different way since the AI's kept destroying there capitals if I took off the 'IsIndestructible' = True line. Sometimes they were even destroying there main capital. I kept the capital's as they are so they can't be moved but changed the SpaceElevator and YorResourceExtractor to match alot of what the colony capital has and removed some things from colony capital. Now the AI will build those 2 usually within the first couple buildings and usually they in a m

2 Replies 8,891 Views

I've been testing out some mod changes so been using FOW cheat and noticed something really odd about Yor. The first couple colonies he took fine but then all the rest he's sending a colony ship but then stops it right next to the planet and keeps it there till some other race comes along and colonizes planet. Then moves it to another planet and does the same thing! He has like 10 colonizer's out parked in front of good planets doing nothing until it gets taken then

2 Replies 23,300 Views

So I wanted the colony capital's to be able to be relocated and made them destructible and removed the ' True'. I ran into a couple issues. One can be built on the homeworld now which I don't mind and for some reason when I took over a colony from an enemy it was lacking a colony capital and had 0 population :( (I guess the AI must of destroyed it for some odd reason? it's the only one I've seen that happen to so far.) <p

2 Replies 8,891 Views

I have an older machine and for some reason as soon as the lines start up my fps drops to 22 around the planets and resources where my FPS was 60+ at the start of game. Anyone know where these files are located and someway to maybe lessen there performance hit / texture or change them to be very minimal lines. I don't know if it would make a difference but I'd like to try to do something with them. Edit: Well maybe they don't affect much. Seems maybe

0 Replies 5,524 Views

I'm playing as Terrans with Diplomacy boost and constantly get trades that are supposed to be 'fair'. They offering me like 1 tech that takes 4 turns to complete and want 5 techs (a couple are alot better techs) + 2 different resources + 5 each. I've even been researching more and more diplomacy and it's not getting any better. Even the races that like me want all that. The first trades at beginning of game were sorta decent. Playing with 13 civs and get like 1

1 Replies 17,607 Views

I wanted to set Nebula's to None to improve FPS a bit on my older computer but since Elerium is a nebula resource I guess it's not possible to disable them and still have all the resources needed in game? Nebula's cause some bad FPS randomly for my game. Sometimes shooting down to 5 to 10 fps if I'm zoomed in about midway and stays that way till I restart game. Is there anyway I can mod elerium to spawn using a different setting like suns, blackholes or even astero

3 Replies 24,129 Views

I don't get it. I finally decided to come back to Gal Civ 3 for Crusades cause it was suppose to be so much better than when Gal Civ 3 was first released and I can't make it past first turn without realizing it's still 'broken / bugged' with the way shipyards work! Why when I click 'Do not notify when Queue is empty' are the military shields still wasted going to an empty shipyard instead of being used as Social? Makes no sense to me. What civilization wo

2 Replies 19,266 Views

[quote who="Primal_Savage" reply="2141" id="3696012"] Ahhh, I see. Yes, the Pox creature is a Death Demon, like the Denizens Faction. Unfortunately, the fix I uploaded only fixes the modded Death Demons (Denizens Faction). Thought the problem was a mod problem only, but it appears it's also found in the base game core files (Well the problem isn't w/ the XML, it's w/ the animation, so I should have realized it would plague core creatures as well). I will see what I can do to f

2,228 Replies 8,561,944 Views

Here is screenshot of my stats using the 1380 unit stats files. <div id="s3gt_translate_tooltip_mini" class="s3gt_translate_tooltip_mini_box" style="background: initial !important; border: initial !important; border-radius: initial !important; border-spacing: initial !important; border-collapse: initial !important; direction: ltr !important; flex-d

2,228 Replies 8,561,944 Views

Well I just tested my old savegame. It's not the angel per say but a mix of 4 hero's mixed with a Pox creature that autocast mass fear at start. Would the animation fix pertain to the Pox as well since it seems like it's same type creature and animation. I tested a few turns with Lord VI sovereign and definately seems much faster. Here is my old save file with angel sovereign army. You only can do 1 battle before it ends game as diplomatic victory. It p

2,228 Replies 8,561,944 Views

Hi, Starting a new game with new patch but had a question not sure if it's related to mods. Could you read the post I started. Combat delay before casting prebattle autocast abilities Did more testing and seems like it depends on which sovereign I pick to start the game. Like the denezins Lord VI will cause the delay every combat but Kulan won't and I think probably all the original sove

2,228 Replies 8,561,944 Views

I'm playing legendary heroes 2.1 and got an an issue that's bugging me. My first game whenever I would enter combat it would delay like up to 10 seconds before starting combat and casting the automatic pre battle tactical abilities depending which weapon your holding and path abilities. Happens every single combat. I use mods like XtraDeconstruct and thought maybe it was just an issue with my first game because I picked easy difficulty and noticed later in description it s

0 Replies 34,000 Views

[quote who="Primal_Savage" reply="2114" id="3694805"] It's a screen resolution issue. There's now 12 paths available, alphabetically ordered, but I can't show them all on 1280x1024. At minimum you would need 1366x768 to see them all in one screen. You can either scroll down with your mouse to 2nd (Paths #6-#10) or 3rd (Paths #11-#12) screens or check section "H8. (UI\Optional) - XW_TraithPathChoiceWnd & XW_TraitPathChoiceWnd_2_Rows" and use the following screen: "\6 Columns\ Can

2,228 Replies 8,561,944 Views

[quote who="Primal_Savage" reply="2112" id="3694770"] GoG LH 2.1 should be available. I know I've updated my GoG version to 2.1 (and you should definitely update yours as well)... However, the issue was already there in LH 2.0 if you're still running LH 2.0. [e digicons]-_-[/e] At any rate, I looked at the saved game, saw the missing relations, and a

2,228 Replies 8,561,944 Views

[quote who="Primal_Savage" reply="2110" id="3694747"] Must be a new issue w/ LH 2.1. Don't think I've seen this happen before or at least it has never been reported. If you upload one of the problematic saved game, I will check it out, just to see if I get the issue as well and if anything unusual shows up in the debug.err file. Beyond that, the core diplomacy files haven't changed in LH 2.1 and they've been stable as well in the mod files for quite a while now.

2,228 Replies 8,561,944 Views

Hi, Run into an annoying issue. I'm like 120 seasons into this game and under Foreign Relations the "Relations With Us" part of it has disappeared. Only showing Active Treaties and then Foreign Policy. Checked all my saves for this game and all of them have the same issue. Not sure when it started but I check that part pretty often. Any ideas? (Edit: Hmm. I just checked a couple turns later and it's back. &n

2,228 Replies 8,561,944 Views