So I have a lot of factions I have created (and downloaded). I also have one or two "test" factions where I play around with settings and such. It would be nice if I could "exclude" or disable the faction at the start of the game so it is NOT selected randomly. Not a big deal but a nice to have.
Syrkres
One thought on the Planet specialization wheel, currently I very rarely use the Bureau of Labor but maybe as a bonus, since your adding more coercion, the building could reduce it somewhat.
What would be very cool is if modders could provide a standard faction greeting when opening up diplomacy (per faction). So in the GC3 Edit tool for factions, it would provide a single text line where a modder cold add the standard greeting.
They need to add a lot of features to the factions in Stardock before this comes around as it's too much of a pain for nexus.
[quote who="General Pants" reply="43" id="3659414"] Quoting Go4Celerity, reply 42 My beef with nebulae is that they mask vision out of themselves rather than vision into them. They would be much more interesting if they, and asteroids, concealed ships, objects, and stations from view unless occupying an adjacent
Yeah I never rename things, so this would get annoying. It should be an option which can be turned off, and then it should fill-in the default name even when renaming.
What would probably be a good idea is different types of starbases have different distances. The problem I see now is if there is a mining resource near a planet (asteroids) then I have to make a choice to put either a mining starbase to get the resources or a economic starbase to boot planet. It would be nice not to have to make that choice. By having different types with different distances you could have a Mining starbase next to a economic starbase, but 2 economic starbase
[quote] " Nebula and black holes and anmalies made much less common on all settings"[/quote] This will also reduce Elerium, which at times can seem scarce as is.
[quote]1. I think embassies should have to be founded by Diplomatic Envoys. Gives players a lever to improve relations.[/quote] I think a new building should be introduced as well because if you are pinned down by warring factions, you cannot get a "Diplomatic Envoys" out (to try and get you help).
[quote] Weaknesses: The governor system really hurt the AI. I can only imagine what they do to humans. But it’s not ideal. [/quote] So don't have the AI use the governor, but that doesn't mean you have to remove it.
Thanks Ed for the info For reference filename is: data/Game/GalCiv3GlobalDefs.xml
It would be nice if the game could have additional default settings (or remember settings) from game to game. Default Colonyship/Transportship population I often start the game with 1.5 to keep up my production on my homeworld. Hate having to set it every time I launch a new ship. remembering a setting for each type would be great Research view (Tree or Basic) The game will rememb
Ok, What is Position in StarSystemDefs.xml and how does it work? Trying to figure this out, but other than the first planet in DeadZone it doesn't make sense. DeadZone seems to count from 1-6 (looping for greater #) in the lower left hex. But when I give a planet in HabitableZone, #1 starts in lower right corner, and then any number after that, like say 3, that while in a consistent position, isn't 2 spaces away.
Yes, often when I run 51+ factions I get them very close. If I drop it down to 50 I seem to have enough breathing room (most of the time).
One thing I think it may be is my Faction images. All my faction images Background/Foreground are 1920x1080 and in range of memory 1.6-2.0M each. So I can since I use mostly my own factions I've created, that they could be causing me a problem. I've thought about trying to test this out, with low res images, but that seems to much like work (since I program for a living) I shouldn't be doing other peoples testing...
And 4 turns later(turn 192) it's at 32+G and quit game as it was too slow...
And here I am 10 turns later (turn 188) same game. Up to 31G.... Talk about a lagged game....
Ok, here is my latest game - Turn 178, Insane Map, 50 Factions (+ me) with the AI set to second highest. I only have a total of 11 planets and currently "pinned down" as most known factions are at WAR with me. As you can see my memory used by GalCiv3 is 28G, almost 29G.
Maybe RAW is not how this works? But it states you get a +1 to all adjacnency bonuses. For the Missionary Center I should have the following: +1 from Outreach Center(upper left) +1 from Outreach Center(right) +3 from Entertainment Capital (upper right) Giving a base total of +5. With a +1 to all adjacnency bonuses I would expect: additional +1 from Outreach Center(upper
Right now my biggest problem with Insane games is the lag and the crashes. I have what I consider a decent rig: i7 4790k CPU 32GB RAM GeForce GTX960 HardDrive standard (used to have SSD's but didn't see a big difference in most games). Windows 7 In mid/late game (200 turn range) the game regularly takes up around 25GB ram. I just cleaned out my old saved games and started a new one, but will
I hate to say - even for all the cool ships people design, I rarely ever zoom in on the map to see the detail, so I guess I'm more of a content/strategy wanter.
[quote who="Seilore" reply="30" id="3657890"] Quoting 18Zulukiller, reply 29 As far as I'm concerned GalcivIII has been a complete waste of money. From the Alpha to the present day i have not been able to complete a single bloody play through. Late game the same thing happens turns get longer & longer & longer until the point the game keeps
Would love to see the above improvements, but still concerned about existing game stability. big maps with 50+ civs on Genius mode and it's hard to get past turn 200 without game crashing to point where you have to start a new game.
Another nice to have feature would be the ability to set the "hex" of starbase/shipyard exit. Nothing worse than having to lose several movement just to get to the far side of the base....
If were compiling a list (rather than create my own similar thread) I would ask that you add. Ability to assign factions to default teams at creation time rather than at the start of the game. This could easily be a new element in the .xsd To make it backward compatible, if the element does not exist, it defaults to no team. This would allow users to create/code up "teams" of factio