ManiiNames

ManiiNames

Joined Last seen Member # 2406907
41 Posts 296 Replies 3,012 Reputation

Personally I think the accumulation of changes leading up to this expansion are quite profound. I too am an elite founder, and I still think GalCiv3 was worth the money.

50 Replies 90,478 Views

It is broken in v1.61, but (partially) fixed in the opt-in version 1.7. In 1.7 you get 10% health and a 10% reduction in maintenance costs.

1 Replies 5,987 Views

[quote who="a0152570" reply="11" id="3628023"] One thing you can do is edit the Basic constructor so it auto upgrades, give it a filler component for drives and modules. With transportation specialization and some research into capacity improvements, you end up with a PDG starbase upgrader. [/quote] Edit it how, the XML files? Care to give an example?

16 Replies 30,724 Views

[quote who="ForesterSOF" reply="4" id="3628032"] When I make a starbase with just one constructor using one module on turn 17 I am able to add 3 to 6 modules after going economic. It only seems to stop when there are no more modules and if i stop early there is no ship to eject. [/quote] You can add all the modules you want, however they will not actually get BUILT until you supply the starbase with more constructors. This is the new queueing system with 1.7

5 Replies 7,482 Views

some searches will yield the answer. Quick recap: add the word "CHEAT" to your executable in Steam, then use the tilde key ~ to open the console in game.

1 Replies 13,714 Views

I agree, is a new annoyance. I fixed it by UNSELECTING all of the ships in the fleet, which I was then able to move properly. What appears to be happening is when you form a new fleet and then want to move it in the same turn, some of the component ships are still individually selected. You need to either UNSELECTING all of them, or select all of them before continuing.

3 Replies 6,791 Views

Setting your wheel to 100% research is actually counterproductive. You can get almost the same about of raw research while also getting wealth / manufacturing by setting it to a lower value. Personally I run 44M - 44R - 12W most of the time, it's pretty efficient.

3 Replies 12,150 Views

Unfortunately I can't seem to start the game with a custom race. Turned off mods, trashed my old designs. Trashed my old race design and recreated it. Every time I start with a custom race I get a random core game race instead. Currently deleted my install and am downloading the whole thing fresh, just in case.

74 Replies 198,879 Views

Example: You plan to declare war on someone soon. Trade them tons of resources in exchange for techs, then revoke the treaties. You anger them greatly and they declare war, but you still have the technologies.

2 Replies 3,914 Views

If you use the Vigilance trait you can pretty easily get seven economic starbases around a planet. Six in a ring plus one close in next to the planet itself.

19 Replies 12,030 Views

Starbase building bit is changing in v1.7, hopefully out tomorrow. I do understand what you're talking about w the starbase building ships, I experience the same problem. One trap I personally fall into is the desire to make a zillion economic staircases, surrounding my planets with a ring of them that boost production and such to ungodly levels. What I have been experimenting with lately is investing that effort into just killing my opponents.

19 Replies 12,030 Views