[quote who="Horemvore" reply="728" id="3634808"] I was wondering if you would be okay to let me use part of your mod in Star Trek Themes? Mainly the AI/Diplomacy changes, I have been battling with changing the AI myself to limited success and tbh its grating on a nerve. I noticed you missed out the sensor(the new power stuff) and starbase(Auto upgrades) extras at the bottom of the GC3GolbalDefs.xml, thought I'd mention it just incase it was not deliberate. [/quote]</p
naselus
The videos aren't much related to the battle calculations. This has been the same since release. Often, the game shows ships very close together when they're miles away, shows stuff being destroyed when it isn't damaged, occasionally fails to show fighters which have been launched and even when none of the above are true the battle results only line up with the video about 75% of the time. Generally, just don't bother watching the battles, tbh; it's
This is a necro of a double post - the 'real' thread was this one: https://forums.galciv3.com/476476/page/1/#3630965 Where the OP's concerns were addressed and he changed his mind.
[quote who="Horemvore" reply="14" id="3634761"] I had a small play withe the Schema files. Seems you can add extra includes into them without the game crashing or hanging. Not sure this will be usefull though. [/quote] You can. What you can't do is load a schema file as part of a mod (you have to overwrite the base game and so the mod is wiped out every time you update), and some alterations will cause a crash when used (so, for example,
[quote who="Go4Celerity" reply="12" id="3634740"] I edited evasion down some. Exclusive of other factors, hit chance against a tiny hull will now be 80% beam/ 60% missile/ 40% kinetic. I've wanted to see weapons diversified in the base game for some time. A battleship with 4 big guns feels more like a battleship than one with 14 little guns, each no different than what the fighters are carrying. [/quote] That sounds better.
Updated to 1.7.1.
Have managed to get the mod working on 1.7 (apologies for the delay; been travelling for work a lot recently). Will run some soaks to see if it's stable and then release it.
[quote who="Go4Celerity" reply="2" id="3634629"] Also wondering if they get 130% production out of the Wartime strategy slider settings of 0.3 Wealth/ 0.5 Manufacturing/ 0.5 Research. [/quote] I'm almost 100% sure it doesn't - they total is taken as 100% and then the correct position is calculated as a % of that. In the example above, it would get just under 40% each for manu/res and just over 20% for wealth, though it's also unlikely to stick over
[quote who="Go4Celerity" reply="4" id="3634438"]It may work too well. My starting survey ship with 68 hit points was shot down by a pair of pirate interceptors. I may have buffed the evasion too much. Not going to jump to any hasty conclusions though.[/quote] Yeah, I think you probably have; +0.5 evasion is like -50% to hit value, which will make small ships completely immune to kinetics and extremely hard to hit with missiles. I'd suggest +0.
[quote who="Rectunator" reply="724" id="3633655"] So what's up with my favorite GalCiv3 mod? Any plans on upgrading to 1.7? [/quote] When I have some time to do so, sure. It's proving a little tricky (crashes on galaxy map generation, not sure why).
[quote who="Larsenex" reply="32" id="3630981"] I am not asking for a scaling like that. You mention its the same with just waste space and that is NOT the case. Density. You cannot say an insane map which has scaling would feel the same as a tiny map with scaling with 50 races. There would be breathing space there. [/quote] I can actually, since that 'breathin
[quote who="joeball123" reply="28" id="3630821"]If you want a -X% sensor range per component system, you may as well impose a flat limit on the number of sensor components you can add to the ship and forget about the stacking penalty. [/quote] Pretty much, yes. There's a maximum sensor range which the game's mechanics can handle properly. Once you figure that out, ensure that the biggest hull with all the bonus space techs loaded down
[quote who="Surge72" reply="24" id="3630612"] I don't understand why people want things to scale with map size. Doesn't that just remove the point in having a bigger map? If things take too long or the map seems to big for what you have, then surely you should just play on a smaller map, as clearly you aren't a fan of the big ones with the added challenges? [/quote] Honestly, I don't think anything actually needs to scale to map size. I think a
[quote who="erischild" reply="13" id="3630322"] I doubt that it helps the situation any, but I have to observe that the pattern of reaction is remarkably similar to that for the introduction of the coercion system as a solution to the planetary production wheel. [/quote] So the pattern of the change. We begin with an easily exploitable system that requires balancing - in both cases, something is excessive, so sensor ranges stack t
[quote who="Empress_Fujiko" reply="8" id="3628977"] I think that is already in. I had a game where a minor race showed up wich had many technologies far ahead of me - I'm not sure though if they had "stolen" all of it from a certain faction. [/quote] There's no evidence for it in the xml.
[quote who="zingo77" reply="5" id="3628181"] Alright- there are 3 ways to do so 1. Ingame: If you research "Interstellar Governance" you unlock "Bureau of Labor" building, which gives you back the old wheel. 2. If you make a custom race, go to "Traits & Abilities" and check "Coercive", it will give old wheel from get go. 3. Permanently from desktop: Start th
[quote quoting="post"] The changes to module mass such as engines, sensors and life support are really making the game different. I can no longer stack 3 warp drives on a large frame without sacrificing something else. This makes ships more fragile, makes getting to the front take a lot longer. I really like it! No more super ships of doom..yet. [/quote] How th
[quote who="Gauntlet03" reply="26" id="3627712"] So within one category, such as say "governance" level one, you could pick Malev, Level 2 Bene, and Level 3 Prag. And I agree Seilore, that we would want more total perks, to give the player a nice "longevity" for picking perks. But that is a rather easy and simple issue to rectify.[/quote] The problem as I see it there is that some of them naturally build on each other - you don't get brutal, slave-like working
When it comes to ideology, I see something similar to Gauntlet's approach being best really - split the ideologies into 4 separate sub-groups (say diplo, social, military and economics) each of which mutually exclude with the same sub-group in other ideologies. So say you pick from the 'social' line of maleviolent, you lock out the bene and pragmatic 'social' lines - but not the other rows on those two ideologies. That'd give us a fair number of possible combinations,
I've not directly tried, but from what I know of the code structure I'd seriously doubt either are possible without schema edits.
[quote who="Gaunathor" reply="13" id="3625213"] Because custom races were player-only in DL. You couldn't select them to play against. That's what was new in DA. [/quote] This is true; I'm not sure what you're thinking of seilore, but customizing your own race to play as was always a thing in GC2
This is the guide I wrote for 1.2. It's pretty much all still valid. https://forums.galciv3.com/470523/page/1/#3583159 As for these: [quote quoting="post"] When the ai meets you he will check your ships he can see and begin to build ships to counter what you do. </sp
[quote who="a0152570" reply="8" id="3624025"] Quoting naselus, reply 7 need to be done within the base game directory itself. I for one would be willing to do (actually use, as not smart enough to "do") this worry about future update incorporation as they come Naselus; are you
[quote who="CaptainGarand" reply="7" id="3623932"] The fairly simple process of learning from the files is already learned, no problems with this. I've made a huge Mod for GalCiv2 as GalaxyCreator(unfortunately can't find my old E-Mail, so can't get access to this account). I know my way around .xml hacking. I also have the available tools to modifie the script files (.xsd), and I'm comfortable with the dev tools, but this doesn't help in getting those custom hulls wo
I suspect it kind-of can through alterations to the GC\Screens files. I don't think these can be used from the mod directory, though, and would need to be done within the base game directory itself.