Thanks guys!
popsursocks
Ok I said this would be quick, so: 1) If I change some values of things, will those new values be reflected in an existing save-game, or do I have to start a new game for them to take affect? 2) I want to mod an Intrigue XML file, specifically 'GovernmentDefs.xml'. I copied this file from my steam directory, and placed it in a new mod folder in MyGames/GC3Crusade/Mods/MyMod/Game/ - is this correct? Do I need to do anything else in term
I wonder if governments and colony limits are moddable?
Are colony limits and change time moddable?
Kinda game-breaking to not be able to build wealth improvements with +1 wealth adjacency...
So I researched 'Xeno Economics' which lists 'Shopping Centers' as an unlocked planetary improvement. However, I can't build any on any of my planets, they don't appear in the build menu at all. Am I missing something here?
Ok thank you!
So I got war dec'd pretty early on, had to hide most of my stuff in my starbases for defense but the enemy did manage to pick off several constructors and survey ships. I would have thought that losing these ships would refund the admin points I spent on them, but when I hover admin capacity, its telling me "-3 constructors" and "-6 survey ships" when I only have 1 of each currently alive. Bug or working as intended?
Starbase spamming in GC3 is pretty out of control imo, and without Logistics being a limiting factor (ala GC2), there's nothing to stop a player from just dropping infinte Starbases. This is made even more possible by the fact that the AI doesn't even think about getting aggressive until like turn 100, so once the colonization phase is over there is basically nothing else you need to build at Shipyards other than constructors.
Ahahaha, thats how desparate I am for more GC3 content lol, can't wait! [e digicons]O:)[/e]
Always look forward to these, was disappointed to not see one today, any plans to do one before next Friday?
Theres been a few things that have ground my gears throughout the beta of this game that are most likely going to be addressed, but I wish they would fix them sooner rather than later.. 1) Production/Research not updating as %s change. -If I adjust the research rate of a planet, the displayed # of turns needed to finish my current research doesn't actually change until I end my turn. -If I adjust the manufacturing rate of my planets, the
[quote who="Empress_Fujiko" reply="3" id="3517039"] I disagree that inhabitable planets don't contribute to the game. I think they indeed serve important functions in terms of making the game fun: 1. They make the solar systems more realistic. 2. They make the process of discovery more fun - the moment the fog is cleared by your scout to reveal a planet is like opening a lottery ticket. You rejoice if you find a good planet and you are disappointed if it is a de
One idea would be to add a Racial Trait, call it something like "Industry Development". Each colony contributes a certain number of Industry points per turn (based on population and racial Industry Development). Players then select an uncolonizable planet (or Asteroid Belt) in the same system as a colonized world. Once enough Industry points have been acrued, you can then choose a facility to construct at said Planet/AB. These facilities can give bonuses to system Prod
At the moment, any planet that is uncolonizable is just dead space weight. They provide nothing to your empire, and nothing to the overall picture of the game. However, any true spacefaring civilization would have a lot of industry centered on these planets in order to harvest the resources, as well as the possibility of terraforming these planets into habitable areas. This is one area that I feel GC3 is very deficient on, and could be improved greatly. To make a qui
So one of the coolest aspects to Gal Civ 2 I thought was the ability to run different types of economies. In fact, if I remember correctly, you HAD to specialize your economy at the highest levels or your empire would fail. So you could focus greatly on income, and purchase just about everything you needed, or you could actually load up on research facilities, but then through focus etc, could power your production with your research buildings.