[quote](that is, of a civilization you are at war with) [/quote] or pirates,, annoying to jump several spaces and wind up nose to nose (or worse, behind) with a pirate fleet
Tetrasodium
[quote quoting="post"] Why should I even consider buying this game if it doesn't work/install fonts on install? I've seen all the various fixes but come on. [/quote] wtf? fonts? installing fonts isn't something games have done for a decade or two now & it was stupid uncommon before then... perhaps your windows install is damaged?
I've put several hours into a couple opt in 1.3 r2 games. While my playstyle has to change dramatically (for the more interesting), one thing I continually find myself wishing I could do is devote my research in an 80/20 type split towards two different techs, an important one that's a goal I want & a quality of life one that I would simply like. The second one is to not have social manufacturing go to null when I rush b
Another cool thing I've noticed after significantly delaying building mining starbases, the AI did a great job of snapping them up & looks to be doing good with considering "what else can I cover with this"
I was playing a game as the yor today & noticed a lot . The AI is wayyyy better at colonizing and expanding out, I'm impressed/pleased there :D I've been suspecting that not researching universal translator makes the ai less likely to declare war I'm not getting as much pointless war declared things, but some of that is likely a mix of altered research path, luck of whom I meet, and the ai staying occupied colonizing/b
[quote who="Frogboy" reply="6" id="3586470"] I seriously love you guys. [e digicons]:)[/e] that hat spreadsheer looks awesome. btw, most of the AI improvements do not require you to start a new game. I made it to the algorithms themselves. There is still a lot that can be done. A lot of it also has to do with making good decisions on when and if to go to war. [/quote] Do we still have to mod WartimeFocusSectorRadius in
I honestly hadn't tried a 1.3optin2 game yet more than around 50-60 turns. didn't realize there was much in the way of ai improvements, but will have to check it out now :D as to the short 50ish turn game, I had the planet settings low & got really unlucky & my knee was acting up. I did however notice the ai (iridium?) snagged a planet I was hoping to get. we both spotted it around the same time (I think) judging from it's scout ship showing up fr
I have 2 questions not related to governors! Q1: I'm hoping we can get a way for modders to directly inject/alter existing xml entries based on match criteria, but with the shortage of unicorns , can I get some assistance from one of the SD folks on making the OnTechAgeReached OnZEventType work with a modifier as either a GlobalTrigger or GlobalFactionMods?
[quote who="Kreissig" reply="28" id="3586104"] Quoting Tetrasodium, reply 26 The I'll folder should go in documents\my gsmes-\galciv3\mods\ not the steam galciv one. The constructor module has the raised vodt, not colony module. It's not currently compatible with the 1
Hope that makes drmse, I'm going back to bed :D
The I'll folder should go in documents\my gsmes-\galciv3\mods\ not the steam galciv one. The constructor module has the raised vodt, not colony module. It's not currently compatible with the 1.3 opt in because there is soo much Flux with its 3 or in progress state . Once that chsngee, I'll update it for 1.3 compatability
[quote who="Darkscis" reply="38" id="3585480"] As others have already stated, I don't see why forcing all empires in the game to adopt a realistic Earth approach to it's government (in regards to the inability to directly and 100% control it's members - not to mention it's not even realistic for all countries on Earth!) helps with immersion. If anything, it completely and utterly destroys it for me. Why would the Drengin have a senate and not be able to war without said s
There are a lot of good suggestions , but I want to start by saying that I hope the x ml middling capabilities improve with match/inject capabilities like some of us discuss here https://forums.galciv3.com/forum/1131 if that doesn't happen before then. That thread talks a lot abut reasons an d quality of life for modders. I'd love to be in beta too :D  
They are kind of a work in progress in the optin. Ina way, having them on display in such an early state is great because it gives time to see and discuss things from both players and SD sides before they are too finished to slter
In life,it's not uncommon for nations to buy weapons from each other. Unlike in galciv, the seller doesn't say"would you like to buy uss/hms $ship1", no? How about $ship2? (Okay they do sometimes, but not normally like that). Instead ... Country A & B approve (or don't deny) the sale of arms and the maker builds to order with the two nations negotiating what is desired/allowed within certain
[quote who="Kreissig" reply="24" id="3585228"] @ Tetrasodium - To be honest, the United States began preparing for a major war way before most people are aware of. Read the Washington naval Treaty of 1922. The particulars are very telling about where the US wanted to be positioned in the new global situation - industrial, powerfully interconnected world t
[quote who="Frogboy" reply="14" id="3585183"] If we're having that, the spending should be included in the template. Which brings s straight back to the wheel. No, we won't be putting spending there. In the real world, no leader can get the precise tax policy they want. Moreover, civilizations aren't a hive mind (though that makes for an interesting expansion idea).&
Not to mention how many habitable planets are in the galaxy.
Thinking about it. How large is a "sector"& does that size adjust with things like mapsize & star density?
tyvm for the insight Brad, knowing that the opt-in 1.3governors were already changing to -something- but nit even an inkling about how that Was to happen left too large of a cloud to let me maintain any kind of enthusiasm towards making mods that may or may not even be a tiny bit functional/entirely superseded/etc. are we likely to see any of the senator type changes you talk about _starting_ when/by the time 1.3 goes from opt-in to released? I'm not much co
curremntly ResearchCost (the value used to determine how much research is needed to research a tech) is not valid for GlobalTriggers/GlobalFactionMods due to not being in the schema. If these can be expanded, mods like my ILO & naselus' IAB will be mostly drop-in compatible and with a ciouple more events types to match OnEvents against we won't have to worry much about updating them even with big changes in future patches. I also ne
[quote who="meteuremu" reply="103" id="3584992"] The AI needs to be taught to expand, and keep expanding, then it will be much more able to keep up with players, especially on insane map sizes. Right now it likes to stop expanding after only a dozen or two dozen planets. It stops expanding even if its empire is literally surrounded by a large number of habitable worlds even with a few perfect worlds right on its door step. [/quote] that
There are/were ongoing mods that work to address some aspects of these problems (IAB/ILO), but the 1.3 opt-in governors followed by the immediate knowledge ~15 hours laterthat they were already going to change somwehow alongside the knowledge that the focus wheel was going away & being replaced has thrown such uncertainty in the mix that I'm not sure what kind of compatability//continuing work updates you might see
[quote who="Nastytang" reply="6" id="3584914"] Quoting Tetrasodium, reply 3 Quoting Larsenex, reply 2 I will install thi
[quote who="Empress_Fujiko" reply="28" id="3584872"] GalCiv needs to learn from McDonalds and give the player the tools to act like a single restaurant owner at the start and develop into the top manager of a huge coorperation. [/quote] that's why we ultra specialize our planets and set them 100% in one thing