I have some questions about modules and weapons that I cant seem to find answers, anywhere, so here goes. 1) Some of the ship modules, seem to allow stacking. Specifically -Structural enchantment -Evasion -Shield Punch Now are those modules benefits cumulative if you put both on a ship? Or does the the top tier one override the lower tier one making it a waste of space? Related to this, do the FLEET SUPPORT versions of the
John Falkenberg
[quote who="Horemvore" reply="1" id="3772334"] GalaxyDefs.xml and you want to look for :- 0.50 Adjust the number up for looser clusters and down for tighter. (Or the other way around can not remember) [/quote] Thanks. I ended up going with .56, which produces a map with a lot less of those little micro-clusters so prevalent by default. It turns out the map is
Is there any way to improve the distribution of stars when selecting Tight Clusters? I am finding the maps generated using Tight, especially on the largest maps, create maps with many relatively small discrete clusters, sometimes separated by a good distance, but more often quite close to one another. Occasionally you will get one middling large(ish) discrete cluster, but no matter how many maps you generate, you basically end up with a very large map with a large collection of mostly small c
Yes, sometimes when you settle a world, you get 'productivity' in the options messages, and not +\- manufacturing. And you are correct, no crusade (yet).
So, what exactly does 'productivity do for you if selected? ' +\- manufacturing is a blanket boost to production for the world in questsion, but what productivity means, is not clearly explained, or explained at all. Or if one is better than the other or if the very concept is completely different. Some clarity on this would help eliminate any possible confusion.
Thanks all, I knew it would be something dumb like, not using the correct file. Thanks for the pointer, already got all the basic work done, probably be able to put something together in the next week or two, time permitting.
I am trying to figure out where GC stores the names of Planetary Improvements, in the Colony window. In addition I am also thinking ahead and ship components as well. The answer is probably pretty simple, but I cannot seem to find the right solution. In ImprovementDefs.xml, the format is kind of confusing and trying to change what I (thought), was the right line, didn't end well. <InternalNa
I dont now if I am sold on the new surrender mechanic. The rationale for this change, was to eliminate micro-management. I dont know how many people complained about that specifically, but I rather liked fixing up surrender factions empires. Not only that, it gvies a chance to even up the scales against overpowerful factions on larger maps. But the one thing I noticed right away is, you only get the players homeworld. That is nice, except for one thing that the play-tester? failed to notice.
UI suggestion - Planet management window. What about sorting improvements by TYPE Ie, Power Plants, Agriculture, Culture, "Wonders", Economic, military etc? None of the current options really do this. This could be achieved without any elaborate coding changes, by simply re-naming all existing planet improvements so they sort organically by what type, or class they are. If spacing is an issue, 3 letter prefix tags would work best for simplicity. When I look at improveme
[quote who="Horemvore" reply="7" id="3758540"] Make a copy of MasterTechDefs and place it in ....Documents\My Games\GC3 Crusade\Mods\Example Mod\Game, Open MasterTechDefs in a text editor, search for PlanetaryInvasion, set the Weights, yes all of them, to 0, save the file. Now the AI should (Unless there is back round hardcode) ignore this tech untill it has no options but to take it or you sell it to them. (Requires a new game) [/quote] That is an interesting
[quote who="FreedomFighterEx" reply="15" id="3758166"] In that case, shouldn't you guy give out Crusade to whoever doesn't own it for free to avoid this issue? [/quote] +1 to that. I would be all for that. I bought GC3 way before Crusade came along, and looking at the current pricing, am in no hurry to 'update', since that would in effect, paying for it twice to get all the other content. If discounts for the current bundles were given to existing owners of the base
Just base game, gigantic. Its pretty much always the usual suspects, Krynn, Yor, Drengin etc, since I almost always pick up pragmatic and benevolent, so, they pretty much guarantees they will declare war almost as soon as you make contact. My beef with this, is how all the factions seem to come pre-equiped with Planetary Invasion tech, thus my hoping to find a mod that moves it far....far up the tech-tree. That way, they can still declare war, attack shipping, bases etc, and generally b
[quote who="admiralWillyWilber" reply="2" id="3758135"] Why don't you just make new tech trees without the planetary invasion techs. [/quote] Maybe because, that would be something completely different than what I was hoping to find? I was pretty clear that I hoping to find something that slows down the AI basically having this rather critical tech basically right from the start. Taking it away entirely, would be likely be a lot simpler, but that is not the go
I am wondering if there is a mod, that has as part of its feature set, a feature to remove Planetary invasion tech from the AI. I am so sick of every faction having this tech fully developed in the opening 30 mins of the game or so, and even at normal settings. All I want is the AI to have to pay for the tech like everyone else, ahem, and not have it available imediately to conquer my HW within the first hour of the game. Thats pretty much it.
Couple of things I have noticed that could use a look at, if it were at all possible. One - Placement of AI players homeworld on map generation. Why I mention this: Today, I generated a 'gigantic' map, with only 1 random AI as opponent. And, to my surprise, the Kyrnn homeworld, was literally next star sytem. Like 20 hexes away. It them all of about 2 turns to begin making threatening noises diplomatically. And I would have given them no more than 10 more turns b
@ DaveyMcman I really fail to see what your long rambling post has to do with the substance of what I was trying to get across here. If you want to give advice on how to
You're right, the extreme worlds do help with this, (somewhat). However, I ran a test, one opponent, difficulty - normal, pacing normal. Map - Gigantic to see what would happen. The AI had no trouble filling the other 90%+ of the map within a little more than an hour or so of play. I was making decent progress on my northern cluster, and was doing very well with starbases and whanot, but the AI still managed to completely dominate the map well below Incredible. If there had been the ful
Here we are in 2020(almost), and one of galcivs least enduring features is a still thing. The AI swarming and filling the galaxy in record time. This is, for me, still the most irritating feature of the Galciv series. In the early game, the AI can basically fills the entire galaxy while the player, is often relegated to marginal worlds, and perhaps a handful of semi-decent planets , but only if the RNG is kind and they are placed relatively close to
Is Cultural festival working correctly? If you choose this option, and hover over the colony modifiers, you can see it listed > Cultural Festival +100%. What is not happening, is the amount of culture being generated by the planet remains the same, or at least the amount the game reports as being generated remains the same. Unlike, say, money or other values with immediately change when an appropriate modification is made, culture numbers always remain the same when CF is selected.</
I hope this issue is addressed in 2.32+ as well. I am looking at upwards of 30 mins per turn on immense maps in the later game. The major civ is what is taking all the time, and doing what? exactly? Not much as it turns out. The other, smaller civs turns process very fast, the altarians(in this case), are taking far too long to process, and I not even at war with them. Nor are they with anyone else. I see 2.32 promised some performance fixes, but it was taken down too q
My current play-through is doing a silent CTD in the same place. I have nearly 30 hours into this PT, and am not able to advance any further. When I first ran into this a few days ago, I restarted a few times, but the CTD kept occurring at the same time\turn. The next thing I tried was going back a few turns to the next earliest auto-save. I deleted a number of surplus ships, changed a few actions, saved every turn. Within 4 or 5 turns, it was CTD at the same spot the old specific save crashe
Maybe I dont own Crusade....
Is this feature available, broken, or ever implemented? I cannot set starbases to use my custom constructors. I designed a constructor with a movement of 30 v (the stock) 14.3, and the game wont allow me to auto-build the new one. It would seems a pretty basic feature for the queue system to include any designs with a construction module on it, but no...
In my current save, the game keeps 'gifting' me entire fleets and individual ships out of nowhere. Game -Immense map -Incredible The terrans recently surrended to me. A few turns after I cleaned up their assets, the new ships started to appear. Many of these fleets exceed my logistics cap as well. Additionally, it seems the research is bugged as well. Techs showing as 2 turns are appearing in one.
How would one replace the vanilla games ship models, with all custom ones, w/o having to re-create from the ground up as the game progresses. I would like the games pre-made configurations to be used, but with d/l ship models. If this is doable, I would like it so the default models never appear again as the techs become available, but rather, the same specs, different models.