MisterSaturnus

MisterSaturnus

Joined Member # 6426639
5 Posts 16 Replies 8,440 Reputation

[quote who="Deathwynd" reply="4" id="3568469"] Ok so I have found something that might work for your purposes, havent used it myself and there is only one instance of it being used in the entire game. Its used when a race demands you remove a starbase and it calls the DestroyObject action. OnConversationResponse Starbase <

6 Replies 9,099 Views

[quote who="admiralWillyWilber" reply="1" id="3568239"] through antagonistic you can get a free frigate. Ideology. [/quote] While I don't seek to attack you for stating a fact, that could in the right context be helpful, I would like to state that what you said has nothing to do with my primary question.

6 Replies 9,099 Views

My goal is, given the lack of any direct documentation, to create a documentation that explains how trigger, and mod xml components function, the rules about which each unique behavior works, and what can/cannot be done. But I would like to start with a simple question: Is there any way, in an ability to immediately destroy a ship, either at the start of a turn, or on being rewarded/built?

6 Replies 9,099 Views

Thank you, wasn't aware of the internal name length limit, and as for expecting a string value that points to the text xml files that isn't actually necessary, the game looks to see if text can be found there and if it cannot it takes it literally, as I intended for it to. As for the graphics issue, the game is set to run on my nvidia, in the control panel.

10 Replies 49,849 Views

Upcoming: I will be releasing a new version in the coming days, it will have an optional add-on filled with preset ship appearance sets, covering a wide range of colour combos, this will be released simultaneous to several 'flavours' of Palette : Normal: which is as it is now, unadultered colours Pastel: lighter and whiter. Gloom: darker and desaturated.

17 Replies 123,329 Views

[quote who="Nastytang" reply="13" id="3562809"] Take the contents from the GFX file (GradientMap.png & GradientMapLights.png) and replace the original files found in: C:\Program Files (x86)\Steam\SteamApps\common\Galactic Civilizations III\Gfx, or wherever you installed it to (you can make a back up if you like, I will also post a back up link, and if you installed through steam, a verify game cache will restore them (or at least it s

17 Replies 123,329 Views

That doesn't make sense anymore. The service is offered for anyone who doesn't know, as a means of directly downloading mods from the workshop, without having to go through steam, but all suggestions I have come across is that it no longer works, after steam made some changes to their workshop website structure. Beyond that is of course the fact that this game does not yet have steam workshop support, and there is no need of this service. Though I can understand your fo

6 Replies 50,491 Views

There is a file on the Nexus service, but there is only 1 category, miscellaneous, and I see no way of adding more categories, but there is hope that it will be up properly soon!

1 Replies 16,574 Views

Please, modders, if you have any adaptable colour schemes not covered 12/11 can be fit in the bottom. I was thinking of making them pearlescences, like varying hues of insect shell, but they can be anything, I would just like to standardize them, so that everyone knows what goes there, this goes for lights as well, which I covered any of the special engine colours the original factions used, like missiles very rainbowtastic colour scheme.

17 Replies 123,329 Views

I was working on my mod, a ship appearence thingy, when GalCiv3 decided to patch, no biggy I thought, but when I get in game all my custom ship appearences are gone, and the other mod I am using, for more map colours has stopped working too. Info: Opted into the beta Using mods: PaletteOverhaul - by me. Map Colours - Standard - by Ave More Info: I was just playing with all the mods working, and then it patched, and now the

33 Replies 33,803 Views

[quote who="TheShadowscythe3" reply="7" id="3560046"] I have to ask because this mod will likely become one of the most popular mods for the game - how do you plan to desplay these new colours in game? Will they simply be extras added to the existing list, or will there be a selection or creation tool for those of us that want to make something horrifyingly garish? [/quote] They add themselves to the list. I would love to have an actual creation system, but that woul

17 Replies 123,329 Views

[quote who="TurielD" reply="1" id="3559369"] SurfaceScale determines how far along the GradietnGlow file a colour checks (for the hull colours) [/quote] After some minor experimenting, I have come to the understanding that I previously had, SurfaceScale is the UVScale for the material texture, and not in fact the columnal position along each row on the GradientMap, meaning I need to further redesign my palette. Just clarifying for anyone

17 Replies 123,329 Views

[quote who="TurielD" reply="1" id="3559369"] SurfaceScale determines how far along the GradietnGlow file a colour checks (for the hull colours) [/quote] Interesting, I hadn't seen what the SurfaceScale did, I assumed it was a scaling factor for the material texture, but if it is as you say a value for how far across the gradient it is, I can seriously overhaul the GradientMap, it can be optimized further, since the current has

17 Replies 123,329 Views