PUREVENOM

PUREVENOM

Joined Member # 2707728
1 Posts 13 Replies 2,458 Reputation

Unfortunately I can't help with that. I believe the Trade Resources are randomly generated and can't be modded to be placed on a "pre-specified" planet, at least to my knowledge. Someone more knowledgeable than myself might know a way to do it, but as far as I know, it can't be done. But one thing that might help you get more manufacturing power to your homeworld is to mod your starting planets by adding a planetary trait to your homeworld. The Active Core trait, gives you a

8 Replies 9,679 Views

Has anyone had any luck getting a single .bik animation file to work in GC3? This is a single animation to replace the two (background and forground), .bk2 animations. EDIT: I got it to work, what I had to do was open up RAD video and re-bink it into a .bk2 file. This did seem to degrade the animations quality a little as I do believe that my version of RAD isn't really set up for .bk2 animations. But, it is working for now. [e digicons]:grin:[/e]

2 Replies 8,139 Views

[quote who="Aematheon" reply="20" id="3673191"] Taken from my post at the "hiring Mercenaries" thread : add Citizens not just ships, to the mercenary menu.(potential usage in invasions and other stuff). [/quote]*Added to the list, along with a few others I've thought up recently.

28 Replies 108,325 Views

[quote who="Aematheon" reply="6" id="3673190"] Cool ideas. Let me add to this, a suggestion to add Citizens not just ships, to the mercenary menu. [/quote]That is an excellent idea! I'll add it to the wish list.

7 Replies 56,769 Views

Do you have any mods installed? I would check any mods to see if there are any files missing, not complete, or causing a conflict. All the minor races show up for me (In the base game and when using mods) *If you're using mods and not sure what to look for, you can send me a copy of the mod and I'll take a look for you.

7 Replies 21,416 Views

[quote who="admiralWillyWilber" reply="15" id="3672746"] Governor screen lets you abandon a colony. [/quote]The Governor Screen only allows you to destroy a planet. Doing so sets it to a Class 0 Dead Planet. Making it unable to be reconquered. Or even colonized at that point.

28 Replies 108,325 Views

[quote who="Aematheon" reply="12" id="3672623"]-Option(through tech: Exodus project) to abandon a planet if an overwhelming to your forces fleet approaches. If so, and you got at least 4-5 pop, you get to exchange pop for a free, loaded, colony ship or transport ship for each 4-5 pop in that planet(which I can see actually happening alot of the time in potential similar battle situations, were the analogy is a city).[/quote]The only way that I could see/justify abandoning a planet, is if your

28 Replies 108,325 Views

[quote who="Aematheon" reply="7" id="3672119"] Add civ "motto" in race description screen(and file). [/quote] Like that idea, if you don't mind I'm going to add it to my list.

28 Replies 108,325 Views

[quote who="admiralWillyWilber" reply="4" id="3671711"] Quoting , quoting post 5. - Add the Planets Screen from GC2 Remember you asked our opinions the planet screen on the main screen is superior to burying the planet screen on two. I did like classifying planets alphabetically, and by class they co

28 Replies 108,325 Views

[quote who="DivineWrath" reply="1" id="3671640"] 2. - Add a "Build Nothing" option for shipyards in the Governor Commands screen Isn't that already in? Try looking at the bottom left side of the screen. "Don't notify when queue is empty"[/quote] Not talking about the shipyard itself. I'm referring to the "Commands" screen where you control/change the build ques for all shipyards at one time. *All shipyards b

28 Replies 108,325 Views

My personal wish list. I'll probably just edit this post as I think of new ideas instead of spamming the forum with new threads every time a new idea pops in my head. Please comment on my ideas, I'm interested to know if anyone likes/dislikes any of them. And let me hear yours. ____________________________________________________________________________________________________________________________________________________________________________________

28 Replies 108,325 Views

Just updated to version 1.5. The load screen comes on for several second then crashes to desktop. Debug file says that my mod is missing files with a .gc3wsdata extension. Tried restarting using = steam://flushconfig (even though I am not opted in), and tried the "view integrity of cache" through steam, game still crashes.Any help would be most appreciated. My error report = Debug Message: Version 1.5, Build #323, last updated on: 07-25-2015 18:41 Debug Message:&nbs

0 Replies 3,714 Views

[quote who="joeball123" reply="5" id="3584355"] but I have no idea how it'd determine trail colors by faction; there only seems to be a single color entry for each emitter listed, and the files don't define separate emitters for each faction.[/quote] Yeah that's the main problem that I'm running into, trying to figure out which file determines the engine trail color for each faction. Found many references to engine color, but none that I've found point to any

8 Replies 8,511 Views

I've been looking through various xml files trying to find where I might can change the engine color and engine trail colors but to no avail. Any help would be most appreciated.

8 Replies 8,511 Views