1. Can't commit to play this yet, I must wait for the finished mod. 2. Now that starbases can have all rings, any chance for you to increase the starbase effect range and reduce the placement limmit range (now 5)? 3. Now that pop scales to 100, you should also buff invasion modules to carry more.
maniakos
[quote who="naselus" reply="101" id="3571811"] Quoting maniakos, reply 100 Btw, are you the same naselus that did the PDM mod in Vicky 2? Yep, that's me. [/quote] It was an excellent mod. I still play it. Can't wait to see what you will do with GC3 in t
For IAM it is changed to: [code="xml"] Maintenance Colony &nb
Btw, are you the same naselus that did the PDM mod in Vicky 2?
[quote who="admiralWillyWilber" reply="97" id="3571237"] You know anyone that wants a mod for lets say large maps like this maybe should make a mod for this. [/quote] That's actually a good Idea!
[quote who="marigoldran" reply="87" id="3571076"] Quoting maniakos, reply 85 And now that we don't need durantium anymore for hulls what should we do with it? The stuff's all over the place!! ffs... You trade them to the AI like junk bonds
I did saw the sign on the door, but insane is insane!!! I'm playing on gigantic and the vanila game *needs* your mod. Yarlen (developer) on steam says 1.1 comes out tomorrow btw...
Any chance of removing the silly tech specializations? Feel free to balance them out. Also, future techs ala MOO2 should be added, with small bonuses i.e. 5%
And now that we don't need durantium anymore for hulls what should we do with it? The stuff's all over the place!! ffs...
relic nerf should be proportional to map size. 1/5 makes them useless on smaller maps.
[quote who="naselus" reply="81" id="3570952"] On starbases - the AI does upgrade them, but absurdly rarely. I'm gonna see if I can dig out the modifier effecting this this week. Thulium archive (and the others too, tbh) could probably use a nerf; I do want the resource buildings to be some of the only buildings that give +flat resources but they're presently a bit OTT. They are way more expensive than normal ones, though. Partly, this is left
The killer: If I have range and speed tech advantage my ships should never be hit. It makes no sense at all... Where is the "full reverse thrust" Combat option for my sniper fleet?
[quote who="node10" reply="3" id="3550114"] Quoting , quoting post Due to missile reload bonuses being additive... Most stacking bonuses in this game start to come apart at the higher end of the range; sensors, engines, manufacturing, shrinkage... It's as if no-one tested how linear additive stac
The spec system is ba-roken anyway you see it. After all the good ideas your scientists had about better, smaller, cheaper lasers now that they researched smaller lasers they get mind worms in their heads thinking about their old ideas... meanwhile a friend or an enemy gives you a gift that no matter how many empire resources you have, you can never aquire on your own... ba-roken It breaks immersion, suspension of disbelieve, 4x player exp
[quote who="Lavitage" reply="15" id="3547360"] not gonna be bothering with any optimizations like this until the numbers and formulae stay the fuck still for more than a few weeks [/quote] Aye, Frogboy is making changes left and right like crazy.
[quote who="tesb" reply="4" id="3547156"] there is only one reason for all of the above: The game is called galactic civilizations 3. can you elaborate on this? are you saying you are content with the current diplomacy because this game's predecessor was galciv2? Brad could elect to implement what you are asking, but then he should also change the name of t
there is only one reason for all of the above: The game is called galactic civilizations 3. Brad could elect to implement what you are asking, but then he should also change the name of the game to "milky way universalis".
[quote who="Nathan E" reply="17" id="3547055"] Does anyone find this tedious planetary build up micro management fun? Are you going to want to keep doing all of this, on really large maps, with hundreds of planets? How are you going to complete multiplayer games with this required time sink? [/quote] You won't. Unless the multiplayer rules state that all management of planets is done with advisors, or there's a strict time limit for all players and you manage
[quote who="Moogle65535" reply="87" id="3545992"] Looking at the xml, the planetary projects now give a 5% bonus to the target per 10 manufacturing points funneled in. [/quote] Without even thinking about it very hard, that's soo meh, you'd have to cut my arm before selecting a project like that on any of my planets. So we're back to building 100% specialized worlds and rush buying labs and markets everywhere else, cause m
I saw the changelog on the latest version changed the system, yet chengelog documentation doesn't say how the new system works. Can anyone tell me how the new system works now in game? Judging by the scope of the latest changes (tech specializations, production model, trade resource stacking etc) I would say that Brad is having a great nerf party given that he can't make the AI follow his original game design. [no offense meant]
If it's indeed 1 per player then it's a very sad thing... I was soo looking forward to stacking those... why take that fun away from the game? The Ai already gets cheaty bonuses at high diff levels, why can't we have some good stuff?
If you want to add specializations, technology is the wrong place to do it. Comming from the post that made the american sniper analogy, the sniper indeed used the right tool for the right job. But he wasn't locked out from having all equipment at his disposal. Similarly, since most of the weapon tech are about components. the choice should be in the components themselves and not in the tech. You reasearch all techs but the cheap shields are a different component than the
I am totaly against collapsing specializations. And if they are added in I will mod them out. reasons: 1. It makes no sense in the game: It is supposed to be research, there's no justification for it. Even racial techs are borderline here, but it is passable that a race is more inclined to reaserach specific things and that other techs are taboo or go against their nature. 2. Specialization is already implemented in the sense that I choose what to reasearch. Foreve
[quote who="ManiiNames" reply="6" id="3533162"] Seeking advice on how to actually fix this. As my first attempt at a mod/fix in GC3m I ... Copied the RaceTraitDefs.XML file to \Documents\My Games\GalCiv3\Mods\Game Modified the Dense traits to change Colony to Ship </l
[quote who="jmccrea" reply="3" id="3533099"] Love that MoM icon Maniakos!! [/quote] You will find even more in the FE forums, they are a mix of MOM and Elemental runes.