Forgot to save the save :( The last time it happened, I reloaded the recent autosave, but couldn't reproduce the problem.
The_Regicide
There's a strange bug that I can't quite describe. Basically, some of your invader forces will sometimes just... not take the city, and that means you lose, even if there are no defenders. Happened to me twice, still have no idea how or why.
A LOT depends on starter bonuses and available hex placement. Also, AI gets massive cash infusions throught the game.
I quoted a part that I specifically responded to. I don't need to disagree to reply (but I do disagree that any starbase is a military installation). And yes, I meant "with such casualties that you can reliably do it without breaking your bank". Otherwise, you can send veritable trains of Tiny Missile ships at a starbase. Eventually it will die.
Just so we're all on the same page here... Vanilla Starbase<
If a player wants to keep his starbase against a determined attack in 2242 or 2243, they should EXPEND RESOURCES TO MAKE IT SO, is what I'm saying. Furthermore, if a player wants to keep his starbase against ANY SCOUT SHIP 2244 and afterwards, THEY SHOULD BE ABLE TO.
I am in agreement with the preson above.
I'm trying to fix the Prototype Durantium Driver, as it has an error that makes it cost 12 (!?) Durantium and 1 Thulium, but... I can't find where that's supposed to be fixed? It's been a *long* while since I tried modding stuff in GC3. Do I have the right file? This is in SteamApps\common\Galactic Civilizations III\data\Game\ShipComponentDefs.xml <InternalName>
[quote who="psychoak" reply="4" id="3676275"] Clearly, all is not balanced, but nothing wrong with a static military installation wiping the floor with a small fleet. They were tissue paper, it was embarrassing how easy it was to drop a static object [/quote] 1. Not every starbase is a military installation. The base stats of any starbase guarantee that you will not take it out for the next, oh, 100 turns at least. 2. That
[quote who="Frogboy" reply="6" id="3676225"] I am pretty sure I've found the last of the little money helpers in here. [/quote] The Terran Resistance AI in my last game, on Normal, turn ~150 or so, suddenly had a massive spike of about 100,000. The end game economy breakdown was dwarfed by the spike.
Good stuff! Might want to take a look at the Pulse resource use, too. 12 instead of 1 or 2 Th use per cannon.
Please. I am begging you. Make it possible to actually attack a starbase without a Large ship filled with weapons. Also, please balance the weapon options. Some of the numbers really don't make sense. Also also, fix Kinetic miniaturization, and some other tech cost typos.