pandreor

pandreor

Joined Member # 2421778
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[quote who="DerekPaxton" reply="2" id="3880059"] Quoting pandreor, reply 1 Sounds good. Any chance of a fix to custom races not getting the starting bonus scouts, or are these left out for balance reasons? It's not something easy to mod in for personal preference, given the .faction file format. Thank you.

6 Replies 31,880 Views

Sounds good. Any chance of a fix to custom races not getting the starting bonus scouts, or are these left out for balance reasons? It's not something easy to mod in for personal preference, given the .faction file format. Thank you.

6 Replies 31,880 Views

I see now. I'm sorry, I wish I could be more help, but I only got into GC3 after Crusade. I don't really know what else they changed in the base game. I don't know where you bought your copy, but the Steam product page for Galactic Civlizations III has a pretty good breakdown of the features per base game and the expansions under "About This Game". I hope it can be of some help to you.

5 Replies 42,713 Views

I have the same issue with the Yor Planetary Extractor. It takes All Construction bonuses but only gives Social, so it can't be used to boost the Capitals or factory-type buildings. It's fixable with a simple mod though, literally three letters in the xml. I assume they left the Yor building this way for faction balance, but I think that Plasma Furnace one looks like an oversight. If the devs want to change it, it should be a similarly easy fi

1 Replies 13,823 Views

What is Culture? Might be a mod, that's up to the mod creator. Or do you mean the Crusade expansion? The latest base version now is Retribution, I imagine it will fix any issues you have with Crusade (while creating a bunch of new issues). As of Retribution, starbase modules and many buildings still do cost strategic resources, but those resources are also quite plentiful. Planetary Defense Domes are somewhere late in the tech tree for most races

5 Replies 42,713 Views

[quote quoting="post"] *** RELEASED *** Fixes Fixed an issue where the Korath don't have a starting survey ship. Fixed an issue where the Drath don't have a starting survey ship. [/quote] Custom civilizations still don't get the starting scouts; or else choosing scouts means not getting a sur

16 Replies 63,779 Views

[quote quoting="post"] Strategic Command now provides general manufacturing instead of just Military and provide Manufacturing bonuses to adjacent improvements. [/quote] This seems to still only give a Military production bonus, at least post-Crusade. The adjacency bonuses are fine though.

40 Replies 316,119 Views

One more thing, less a bug than a balance issue. The Korath starting system seems VASTLY inferior to the other, now-upgraded starting systems. You get a Class 12 and a Class 5, few asteroids, no redeeming qualities really. Even Drengin adds up to a total of 19 tiles at start. Free Trandals is low on starting tiles too, but they get many asteroids to compensate. I don't know if this is an oversight, or if Korath are just meant to be a challenge to play.

16 Replies 63,779 Views

I played a bit of 4.51 preview with Yor, and a custom Synthetic race with Cybernetic and Slaver traits. Here are my observations: Straight-up Yor: Homeworld and Colonies list pop-caps of +10 and +3, respectively, but actually get a flat 8 max population. There seems to be a new stat, Synthetic Population Cap; this could be more clear to players, that it is a separate stat from Population Ca

16 Replies 63,779 Views

Will this version be made available as a beta? Also, any chance you got to look at the issue with some races (Drath and Korath IIRC) getting the new starter scouts, but losing their survey ship? Custom civs are not getting them at all, you still have to choose either survey or scout ships to start. Also, much smaller issue if Synthetics are getting cities, but in the 4.5 thread somebody mentioned an issue where if you make a civ both Synthetic and Slaver, the max popula

16 Replies 63,779 Views

[quote who="JSlack387" reply="33" id="3875177"] I am using a custom race that is synthetic and a slaver, so I'm using both synthetic and Dregnin tech. Forced Labor Camps no longer increase the population cap and I don't see the ability to build a city. Can you make a fix for custom synthetic races that are also slavers? [/quote] I have never tried this combo out, but I just gave it a shot now, and it's interesting. Every planet I settle gets 8 max population,

40 Replies 316,119 Views

[quote who="gypsy2299" reply="31" id="3874575"] I only see one possible flaw in this. Yor Pop is increased by production later in the game they could populate a planet many times quicker than an airbreather that must supply food to grow. The use of increasing production costs would alleviate this. first build 10 production second 20 third 40 though I'm sure you can work out more balanced costs. [/quote] I wonder

40 Replies 316,119 Views

[quote who="Frogboy" reply="27" id="3874542"] Ok so here is what I did: The Yor can now increase population by building their own cities. [/quote] I think this is the answer! It's basically what Silicon-based races like the Slyne have been doing up to now, and it makes as much sense for one as for the othe

40 Replies 316,119 Views

[quote who="Frogboy" reply="23" id="3874049"] The Yor have their own special pop cap. But there are techs thst are supposed to increase it. [/quote] Oh! I had really no idea what was going on with Yor population mechanics, since I started playing them these past few months. Thank you for letting me know I wasn't simply bugged (or crazy). Looking forward to the New Year and hopefully a new GC3 hot patch.

40 Replies 316,119 Views

Re: the Yor pop max problem I wonder if it's somehow related to the thing I mentioned earlier, not being able to build Upgraded Colony Capital (though that wouldn't affect the homeworld?). Maybe consider bringing back the old Power Matrix building, which seems to have disappeared somewhere along the line of Yor balance changes? Also please look at the issue with the Drath and Korath not starting with Survey ships since getting the new starting scouts, and custom races not gett

40 Replies 316,119 Views

[quote who="DerekPaxton" reply="3" id="3873210"] You are correct. We will update tomorrow with the following fixes: Fixed missing scout ship for the Torians Fixed missing scout ships for the Arceans Fixed missing scout ships for the Scryve Fixed missing scout ships for the Me

40 Replies 316,119 Views

Hi. I just started on the beta, going to take a while to explore it. PC, Windows 10, all DLC, fresh reinstall after deleting every folder from before. Right off I can see a couple of problems: New: No starting scout ships for the Drath, Korath, Phamysht, and a few other races. They also don't show up on the civilization picker screen. Old: Yor: They have Advanced Colony Capital but no Upgraded Colony Capital - no way to bui

40 Replies 316,119 Views