naselus

naselus

Joined Member # 2608034
28 Posts 1,372 Replies 26,244 Reputation

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

1 Replies 5,812 Views

One thing I'd be interested to know, actually. From the guys who want the wheel back - how many different positions did you ever actually set it on? Because, basically, I'd only ever use 100% econ, 100% manu or 100% research. The reason I don't really mind the focuses is because I just modded them to be the ones I used anyway. Would the focuses still be such a disappointment if they were set to 100% rather than 60/20/20?

87 Replies 532,754 Views

[quote who="Bruce Hake" reply="3" id="3598328"] That gives most of the functionality of the local wheel with MUCH less time and trouble. [/quote] Let's be honest, it doesn't. The difference in time and trouble is 1 screen per planet, and the functionality on offer is 4 possible slider settings vs about 100,000 possible choices (all but about 6 of which no-one used). Foci give the interesting possibility of setting them via the list views, but presently

13 Replies 74,610 Views

[quote who="tralken" reply="585" id="3598326"] I posted this on nexus site first but things seem much more active over here so I, reposting [e digicons];P[/e] So I was testing out the mod for about a week and its glorious! iv always played only insane maps and this mod fixes 90% of the unbalanced things I had an issue with(and it may fix the last thing, missle cdr hitting 95% making it broken, but I haven't bothered to test it yet). and today t

735 Replies 1,236,967 Views

It's not technically impossible; Paradox allow you to roll back on Steam. Not sure if they have to pay extra for the service though.

6 Replies 10,934 Views

[quote who="Uncle_Joe" reply="3" id="3598317"] I modded a -30% to be hit into Tiny Hulls, -20% for Small, and -10% for Medium and it worked out really well. It kept the smaller hulls viable for a larger chunk of the game. [/quote] It's a good change to make, but it also makes fights even more OP. A better approach is nerfing speed for bigger hulls to keep engine mass costs in proportion to hull size, so that a ship spending, say, 30% of it's mass on en

6 Replies 15,659 Views

[quote who="Sturmknecht" reply="12" id="3598309"] Excuse me? When buying the game on Steam I didn't see the notice saying "Btw, we might change everything at any point in time and the only way to figure it out is to constantly track an online Forum". If the channels of communication are not effective then thats the fault of whoever is trying to get their information out. [/quote] They used the channels that they had. You didn't

30 Replies 43,020 Views

[quote who="Sturmknecht" reply="10" id="3598295"] Quite apart from the wheel-discussion being heavily controversial to say the least, communication of Stardock is sadly total bullsh**. [/quote] They did post about it on their forums six weeks in advance, engaged directly in a dozen different threads about it, and spoke about it repeatedly on their regular dev stream (one of the streams was almost entirely about it). That's a lot more

30 Replies 43,020 Views

[quote who="Larsenex" reply="61" id="3598279"] There is not a single game on the market at this time that even comes close to GCIII in ai, diplomacy or empire building. [/quote] While I've no sympathy for Caesar1978's melodramatic nonsense, this may have slightly overstepped the line between 'being supportive' and 'Apple-style reality-distortion field fanboism' :P Especially in the case of diplo, which is presently incomplete, buggy and

87 Replies 532,754 Views

Accuracy weighs against Jamming, directly. If you have a 90% hit chance, and the enemy has 20% jamming, then you only hit 70% of the time. This is why getting accuracy over 100% is useful (though not as useful as it could be). Speed and range have no effect on accuracy at all. As to big vs small... as it happens, small ships have the advantage in some circumstances. Carriers are the most OP thing in the game, because ships can only shoot at

6 Replies 15,659 Views

[quote who="Ashbery76" reply="10" id="3598264"] I think you should stick by you guns and leave it to the dustpile. [/quote] Why? It's an option that can be toggled on or off, defaulting to off, and unsupported by SD. If you don't want to use it, then it will have no impact on your life whatsoever. What possible reason is there for objecting to that? [quote who="erischild" reply="12" id="3598268"] Brad, you are just too

135 Replies 748,231 Views

Good. I did ask for it to be something we could mod back in when the change was originally announced. This should keep most people happy. I also said there'd be a whirlwind of rage over the change, too... this whole debacle was fairly predictable and could've been avoided.

135 Replies 748,231 Views

Actually, since 1.3 it's been very easy to make the AI specialise individual planets. The required code was already present. The change is very much more about tackling the imbalance between output and costs, and does a decent job of it. The alternative would have been to keep the wheel and change the pricing structure of everything to match it, which is a far more labour-intensive process for what is ultimately more or less the same result.

6 Replies 20,158 Views

[quote who="Xudt" reply="4" id="3598100"] We sure it is a feature and not a bug? If I want to min/max structures and ships- I can't now though I could this morning. If I want to build ships but at the same time fund upgrades on structures that's fine. But if I have to build up a planet and at the same time produce ships on 100% mature planets, I can't do it. Am I missing something here? Having some percentage below 100% social production on a research planet with no shipyard

30 Replies 43,020 Views

[quote who="Frogboy" reply="36" id="3598106"] tell ya what, ill talk ro the ream to make it so that modderss can turn on the wheel. [/quote] That'd be the best of both worlds I think. If you guys let us mod it back in, I'll release a mod which increases costs 30%, turns the wheel back on and makes the AI use 100% offsets for those who want it.

87 Replies 532,754 Views

[quote who="EvilMaxWar" reply="20" id="3598049"] This is only true because the game forces you at the end of turn to actually have something in the shipyards queues with at least one sponsor. Unless you Shutdown the shipyard that is. Basically there is only 1 efficient way to play the game: LEave the military prod. at 100% for the whole game. Micro all shipyards with either Resume/Shutdown or add/remove sponsors. This works fine in early game but I cannot i

87 Replies 532,754 Views

[quote who="alexgorik" reply="7" id="3598013"] how on earth I suppose to manage manually planetary spending now if using new so called "nice" spending focuses in planet governor window divert only extra 25% of spending to certain area???[/quote] You're not. That was pretty much the entire point of removing it. Some of us feel that was a bad move, but we lost the argument.

87 Replies 532,754 Views

[quote quoting="post"] Removing the planet level slider was not clearly mentioned in the changelog. [/quote] That's actually true, though I imagine it's mostly because the subject has been so thoroughly debated here that it was assumed everyone knew.

30 Replies 43,020 Views

OK, have re-added multiple terraforming and have made it the AI's #1 priority filler improvement. Let's see how it does with that. Oh, and 1.4.1 released: [quote] 1.4.1 * Upgraded codebase to 1.4. * Made big nebulas much bigger. I think. * Reconciled UI changes * Focuses set to 100% * Removed filler drives and life support modules. * Increased AI production bonuses by about 100% on higher diff

735 Replies 1,236,967 Views

[quote who="Syntax_VI" reply="575" id="3597546"] Terraforming in general may be too much *if* the AI utilizes it. In some of my older games I'd terraform to the max and my planets were often in the class 40-50 range. On an insane map, and assuming everyone does it, thats going to be a LOT of resources to go around. The last 2 projects i believe, especially, generate a tonne of extra tiles.[/quote] Hence the reduction to 1 of each level per colony. I'd actua

735 Replies 1,236,967 Views

[quote who="GhislainBlais" reply="18" id="3597540"] Is it possible that the IA feel the need to "see" what the player do? Mayby if I make a ship with a lot of sensor and give it to a faction... they will not feel the need to have ships in my ZOC to see what I do? [/quote] Nope, tried it. It's definitely interested in parking military ships in your influence. And just parking them, not much else.

38 Replies 182,757 Views