[code="asp.net"][/code]I like watching everyone but iidium vote yes for @+50%/#2 trade income/routes lol
Tetrasodium
there are some threads bout playing yor... right now, godlike and beginner probably have the sake algorithms with only the bonus/penalty it gets eing the difference ou are seeing terrans declare war on the yor because +2 diplomacy vrs -2 doesn't take much to start one... It takes a little more to edge past acting on one started though. If the terrans are declaring war on your yor, you probably won't be doing well enough to get attacked fir
also tile & adjacency bonus possibilities coming into play
[quote who="thenewteddy" reply="12" id="3513744"] I'm pretty sure I am. System Monitor tells me I have 4G of RAM and that's exactly what I have... but it does not tell me what's going on with the page file. Is there any specific way I can detect this? [/quote] It tells you that you have 4 G of ram, but it can only use so much for nonessential s
[quote who="Saareth" reply="3" id="3513732"] Many thanks, I love modding but i've held off digging in till now, I haven't modded galciv for years so I can't even remember how i used to do it. [/quote] The biggest (and beautiful) difference between 2 & 3 is that almost everything has a block like this: Maintenance/ShipMoveCap/etc Ship/Colony/etc</
[quote who="kestlstw" reply="8" id="3513702"] minimum [/quote] make some suggestions in a thread. Don't wait for someone to implement it for you. Ask questions if you need help understanding the ech tree format & construction. hink about the goals you want to meet and what needs to happen to make them get met while still keeping the ame from being broken. Think about the mpaxt of your changes. the zm
Open GalCiv3MapDefs.xml & change StarSystemBoundarySize to 2 or 3 as the current setting was admitted to be wider than intended. A 2 will place neighboring stars close enough to share starbases sometimes(I think 2is better than3. A 3 will do it less often. I believe valid usable values are 0-9 the spp[quote who="Seilore" reply="6" id="3513668"] Quoting Bamdorf, <a href="/460176/get;351
o love the oreinvolved branching forking tech tree
[quote who="loganscollinsworth" reply="2" id="3513619"] Quoting Seilore, reply 1 voting is based on a strength of vote voting... See below... Race A has 21% strength in galaxy Race B has 22% strength in galaxy Race C has 41% strength in galaxy Race D has 10% strength in galaxy <br
This too just in case
Part 1: UPResolutionDefs.xml, ColonizeEventDefs.xml, GalacticEventDefs.xml, & IdeologicalGalacticEventDefs.xml A very nice writeup on shipComponentDefs.xml modding of ship components A thread about making nontradable & hidden techs (along with some xsl confusion & eventual und
I'n another thread , I got asked... [quote who="Saareth" reply="3" id="3513551"] Quoting Tetrasodium, reply 2 Took me A minute to get what you were asking. I think you are asking about the yor factory upgrade bug fix & ideology lo
[quote who="Saareth" reply="5" id="3513591"] We need to start grabbing your tweaks and putting them into a mini mod [e digicons]:)[/e] , would you be willing to do that, or let someone else do so? [/quote] I have not yet because it's 0.61 & they could break come 0.62, become superflouous, or lacking in stuff added in 0.62. I'm working to put together a little tutorial & have most of the xml files explained so far (~30/100 left to go). &n
[quote who="EvilMaxWar" reply="4" id="3513554"] I played the Yor a bit and right now I feel the high granularity of their population growth breaks the experience. You only need 1 hammer to grow 0.2 pop a turn constantly. That is a pretty good investment return. By contrast, to get to +0.4 pop a turn you need to pump up quite a bit of factory output. As a result I never want t put more than 1 hammer on pop growth. I feel that if the hammer/growth ratio was more line
Took me A minute to get what you were asking. I think you are asking about the yor factory upgrade bug fix & ideology lock hackishfix that sidesteps it? Those are the only two outright "fixes", everything else has been experimental tweaking of things like research speed & such so not "fixes" perse. Changing starspread from 0 to 2-3ish(higher=even closer)is a preference thing(I like 2:) where people can find their own happy points. I'm not positive what exactly yo
I forget how GalcivII handled them when players had different versions of the XML files. Given the lack of complaints about multiplayer & XML mods I imagine it's handled similarly
I Recently posted a thread a few days ago asking if anyone had tried playing with cargo modules to make them extend range & got a number of mixed reactions including " the Dev Team has bigger fish to fry ". Since it didn't seem like anyone had actually tried it. The code to do it already exists, and now it;s been <a href="https://www.dropbox.com/s/pjgphbhbhp2hoht/ShipComponentDefs.xml?dl=
[quote who="thenewteddy" reply="6" id="3513498"] I'm good with hardware, its affording the new ram that would be the problem. 6 I could afford; but likely not this month (that being january in terms of budgeting) but it feels wrong to just abandon two of my 1G sticks, as shouldn't I be able to sell them? [/quote] craigslist, ebay. But 1G sticks are pretty cheap
[quote who="NGC7000" reply="5" id="3513470"] There are far, far more examples of failed diplomacy due to a lack of trust than the reverse. Trust is the bedrock of diplomacy regardless of edge cases to the contrary. Would you trust the Drengin? Of course not, and neither would I. Nevertheless, from a gameplay point of view they may be sufficiently penalized already, but the fiction suggests otherwise. [/quote] After th
[quote who="thenewteddy" reply="3" id="3513462"] I'm unsure how you define destitute, but I have an after-rent income, monthly, of $536 Canadian. I also already have a 1G graphics card. The graphics card is probably fine I'm wondering if an upgrade to 5G of Ram would help. I could consider that. FTR I have a core 2 duo CPU E8500 @3.16G 4G of Ram 64 bit Win 7 a
[quote who="NGC7000" reply="3" id="3513457"] Quoting Tetrasodium, reply 2 Not having played drengin too much, it seems like they could pop out & stab aggressively, then offer peace in exchange for $stuff... maybe even some of the captured worlds starting to fail if peace isn't enough to get what they
[quote quoting="post"] Thinking about this from a lore standpoint: Everyone (save maybe the Yor who are in it for a short term convenience desire) are at war with the Drengin and really hate them. Instead of discontent, should they not have an unlikeable penalty as well? [/quote] I strongly disagree. Yor get: Unlikable: -2 diplomacy Observant: +1 sensor range Organized: +10 logistic
[quote who="Jorrrrrn" reply="5" id="3513418"] Quoting Tetrasodium, reply 2 While I agree that races undervalue ships while at war, nations sell each other weapons all the time (even when just not super happy about each other in all things. I think that economic powerhouses can substitute military might of their own
[quote who="androshalforc" reply="1" id="3513305"] 2) this is an early A.I. most of it will be changing over and over again as the game gets closer to completion [/quote] That is exactly why we socumenting & performing brain surgery on it now makes the most sense. Later when the AI is more advanced it will be more difficult to judge the impact of changes when someone wants to perform cybernetic brain surgery for some moddin
[quote who="Larsenex" reply="3" id="3513404"] I agree, we should NOT see any of the other races hardware till after a set time or event such as a trade line or such. Granted YOU the player can sell YOUR ships but I think it would make the game far more fun to not know any of the material any race has. In fact if at war NO trades should be allowed except for grovelings of peace or offerings of tribute. No tech no hardware and the entire area of each enemy should be re fogged unless there