[quote who="PocusFr" reply="593" id="3598562"]I'm trying your mod and while I applaud the efforts, some features leave me thoughtful. Thanks for the feedback :) [quote who="PocusFr" reply="593" id="3598562"]That the adjacency bonus is down to 1% / level is effectively killing this gameplay feature that I believe is nice. Perhaps it was done to help the AI in 1.3, but 1.4 AI is better at specializing planets and really, removing the feature is
naselus
[quote quoting="post"] If like me your a story driven gamer (which I think most GalCiv gamers will be to a certain extent), then every sandbox game is the chance to immerse yourself in a unique history and Galacto-Political adventure. I've had a few ideas to try and enhance this as the game already does this very well in and of itself. 1 - Little bit of plagiarism here as I think this was mentioned in one of the Dev Streams - have the ability to name are
[quote who="Mikeysama" reply="14" id="3598553"] Put the information in a Steam news announcement, since that's the platform people are using to purchase and play and learn about the game? I mean I just bought the game and am still installing it, so I don't know what all the hub-bub is about, but I do know white knighting when I see it. [/quote] It's not white knighting to point out that this was announced and discussed exhaustively for t
[quote who="Mikeysama" reply="10" id="3598556"] Sorry for missing two months worth of discussion, but isn't that how GC II worked anyway? You'd pick how to specialize a planet's output but couldn't divert 100% of it's production? I just bought the game, but I did spend hundreds of hours in GC II, and it worked fine for me then. [/quote] Pretty much, but the underlying economic systems are very different. GC3's economy is much more suite
[quote who="Caesar1978" reply="76" id="3598528"] I already apologize for my English naselus im not a native speaker. I hope you understand what I mean. As i already said my points of disapointment are already posted here: https://forums.galciv3.com/472460/page/1/#3598172 I don´t think it is exagerated from a simply fact that they are not reinventing the game and in comparison to the previous one it is a BETA. Th
[quote who="Dracul_JOSHI" reply="12" id="3598481"] I was thinking, that since the benefit of a specialization that isn't supported by the structures on the planet has a reduced output, reducing it further might be sufficient to balance it? Maybe?[/quote] A 40% output nerf could do it, more or less. This post from a few months back gives a rough outline of the math: [quote who="naselus" reply="15" id="3580112"] Say both you and the AI
[quote who="Frogboy" reply="8" id="3598461"] ...Actually... This is an interesting idea. Some version of this with proper balancing might actually be an interesting idea. Like, the Yor, for instance, coudl totally automate their forces. Plus, I would enjoy the opportunity to demonstrate how nasty the AI could be with this feature. Hint: computers are good at math. [/quote] You'd need to nuke their p
https://forums.galciv3.com/472815/page/1/#replies The wheel will be back as a toggle-able option. You will have to muck about in a text file to do it, but it'll be relatively straight forward.
[quote who="maniakos" reply="26" id="3598444"] Is the rest of the game, and in particular the AI capable of handling a player using the wheel? If you just tell me "Hey you turned on the wheel so that's why the AI or X/Y can't keep up with you or doesn't work" then it doesn't cut it. Modding problems aside, adding optional or completely new concepts in a game either with a mod or an option always has the side effect that the AI can't handle it in almost all 4x games to
[quote who="EvilMaxWar" reply="3" id="3598391"] You cannot expect every players to accept this. I am playing the Yor right now and I find 50/50 to be desirable. I still build specialized planets. My factory planets are the only ones I use to produce Yor population ( assembly ) I have a fast shuttle system ( colo ships ) that take the Yor population from the factory planets and ships them to Economic planets and research planets. I used the ''binary'' w
[quote who="Dracul_JOSHI" reply="6" id="3598442"] No, I didn't have a reason to come to the forum before this freaking atrocity.[/quote] Yes, that shows. [quote who="Dracul_JOSHI" reply="6" id="3598442"]Considering the AI on the hardest difficulty has twice the production... which means 80% in your example while you're stuck at 40%, I would say it's actually fairly balanced for higher difficulties.[/quote] You know t
[quote who="Caesar1978" reply="68" id="3598407"] and @naselus .. Im happy you find out where the line is to be overstepped... What you think then about Stardock´s line ? That is not overstepped to bring that what they call GC3 out and that they want to be payed for it ? This Line is ok and not overstepped right ? common guys... chill out.. and come back from the Drugs Cloud... That is more then overstepped...sure i will agree with you... when we 3 are all in a BETa programm f
[quote who="Dracul_JOSHI" reply="4" id="3598436"] Or we could just add this one OPTIONAL trait that makes perfect sense from a setting standpoint and would make everybody who liked the wheel happy and YOU as well as EVERYBODY else who didn't like it, Frogboy included, can just, you know, NOT use it? Heck, even if you have an issue with the Yor getting it, you can make a copy of their race and manually set it to something else you find appropriate. It's what I did wi
[quote who="Maiden666" reply="22" id="3598416"] Then you simply should have made these AI tweaks. Let the AI outsmart the human player with his raw computational powers. Then, you wouldn't have to give the AI such enormous difficulty bonuses/handicaps because the AI could work them out for himself via planetary specialization. There are alot of players around who despise such handicaps as "cheats" and see them as proof of weak AI coding (not my opinion really). In
OH, fair enough then, rather than fixing the existing broken ones let's just break all of them. Or we could not do that.
Read it. Dismissed it. It would be crazily imbalanced.
[quote who="Larsenex" reply="66" id="3598388"] The fact that there really is no improvement in (any) game on how a 4x does diplomo, GCIII still stands out among them. [/quote] Well... no, it doesn't. It doesn't stand out from all the other games with near-identical diplo systems. Pretty much by definition. GC3 has got a lot of potential, and is shaping up to be a very good game indeed; within 6 months I'd guess it'l
Don't bother with 50/50. If you just treat it as binary - 100% or 0% - then the project basically eliminates micromanagement. If you leave auto-upgrade on and set global military output to 0%, then add the military project to the bottom of the manu world's queue then it will switch to 100% social production, upgrade all your buildings, and then switch back to 100% military automatically whenever it needs to upgrade.
It appears to be limited to the cargo hull.
I think it was the right choice, tbh. Improving diplo is nice, but would've been pointless if people were still walking away because the game was too easy. We can cope with the placeholder-y diplomacy as long as the game's actually a challenge.
Yeah, it was a trivially easy mod to make and I figured it'd help those who don't care about the wheel, but hate the lost production. It also takes advantage of the military project in the AI to allow them to build up industry planets as quickly as possible and then swap to ship production; the AI may expand a little slowly because of that.
It might be worth just modding in half a dozen Thrusters onto fighters, tbh. Fill 'em up with combat engines to the same extent other ships are filled with jump drives.
[quote who="tralken" reply="587" id="3598341"] ok another bug iv found on the newest version is that when I try to save a ship design the game crashes. iv been trouble shooting for a couple hours but im no good with code so here is what I know: it is related to the mod, as when I remove the mod from the mods folder the bug goes away. it happens when modifying a ship design and clicking "save". it can be a pre existing ship model with nothing changed or an entirely n
Gah, double post. can we delete or merge please? :)
Many fans are unhappy with the removal of the wheel and thus the wasted production introduced into Gal Civ 3 by the 1.4 patch. This small mod makes 4 changes: All focuses set to 100% Colony hubs give social manufacturing instead of production Military Subsidies project is available from the start AI governors taught to use focuses. This should help players who don't necessarily mind