[quote who="Seilore" reply="36" id="3560260"]You get this currently or even in v.1.00 or v.1.01 both I played with 50+ races and I'm currently playing 90+ races in v.1.02 (All maps had Insane map sizes and all have abundant planets). The game can handle the races just fine. Yes you may need a machine with 8 GB + memory (recommend 16GB memory personally) but, the game handles it and is playable. In fact as stated above with 100 races with the current game settings each race ave
naselus
Yeah, loving the game despite concerns on certain balance issues, and I've every faith you're working to complete them. I hope certain posters can learn to tell this difference between pointing out an issue with suggestions for solving it, and posting 'you're a complete tit for failing to anticipate this and you deserve to burn in hell for taking my money'. I have to say, while there's some stuff that worries me I don't entirely understand some of the p
[quote who="Franco fx" reply="29" id="3560204"] I am not making a declaration naselus, I am voicing an opinion. I was fully aware that some, maybe a lot would disagree. I also expect that some will think the way I play is silly, or worse.[/quote] Yeah, it's not entirely aimed at you tbh - more a general thing which has come up several times in numerous different threads (indeed, CreepyD's post immediately before yours repeats the same fallacy yet again). I
[quote who="Franco fx" reply="23" id="3560148"] imo it was never intended for anyone to actually play such a ridiculous game on a regular basis. [/quote] This is a preposterous thing to say, frankly. If it supports it as part of the base game's settings, you can't then turn around and say 'oh, well, it was never meant to be played like that' - actually, yes it was. It's in the brief. It is, in fact, a feature. That's why the setti
The mod folder is in documents\my games\gal civ 3. This is the root of all your issues.
[quote who="GalCivius" reply="162" id="3560135"] I tried to make my 1st baby steps into GC III modding. From the OP here it seems pretty clear - I did set up a folder called "MyGC3Mod" in Documents\My Games\GalCiv3\Mods\ Then I copied the folders from the example mod into this (game, core etc.), and put some copied game files into those folders and modified certain values. What I don't understand is how GCIII determines what mod it should use? In GC II you had t
[quote who="Bamdorf" reply="12" id="3558802"] Another way to look at it is that the population listed is how many inhabitants are actually contributing to the civilization.[/quote] That was certainly the lampshade they hung on it in Gal Civ 2.
[quote quoting="post"] Do you think this would be an improvement over the current system? [/quote] Not really, no. It's be nice to see the constructor spam process automated a little more than it is already, but I wouldn't remove it and just let you pay-to-win SBs.
[quote who="MottiKhan" reply="33" id="3560096"] That's 100%. The AI is doing fine IMO. [/quote] The AI with a ton of buffs is doing fine, yes. It's not exactly doing an outstanding job on a level playing field though. Functional, but not hugely cunning - I'm looking forward to Froggy teaching it a few tricks like the constructor-to-colonizer one.
Not only can it be done, the size of the defending fleet can be huge compared to mobile fleets - Star bases have a giant logistics bonus.
[quote who="CreepyD" reply="45" id="3560036"] From what I've read on other posts, most parts of the game break down when you have these massive maps, colonising dozens of planets - the game just isn't balanced for that yet. [/quote] It's nothing to do with the map size. People should quit thinking of it like that. You have 200 credits/turn surplus, yeah? What % of your total income is that? How much is being spent on ma
Even if he's using very specific settings and a carefully built custom race, he still has a point. Once again, there's never a good reason NOT to settle another colony. Even if you have 0% morale from LEP, the penalties aren't harsh enough to counter the benefits of the extra planets; the tiny maintenance score means that you barely need to use money, so if you have an alternative means of getting research you can pour everything into manufacturing and churn out colony ships every
[quote who="Ericridge" reply="51" id="3559929"] Ahh, then 200 hp value doesn't represent the starbases correctly. Because at that little of hp I thought it was about as big as the Atlantis in Stargate: Atlantis. Because if it's that big, like about Mercury big? or the Moon big?, it will be quite difficult to destroy easily. [/quote] No arguments there - a star base with end-game defense modules should be able to see off end-game lone raiders,
[quote who="EleventhStar" reply="19" id="3559962"] Nobody has any comments on giving starbases multiple mutually exclusive upgrade choices? :'( [/quote] I'm not keen on having mutual-exclusives on star bases while they have geographical mutual lock-outs. One or the other I'm fine with, but not both.
[quote who="Seafireliv" reply="31" id="3559923"] Beyond earth was a huge let down, but more because they played too safe and therby achieved a very boring game rather than anything exciting and interesting (so glad I never bought it and checked utube plays first). They recently released a big statement stating that fact. they never actually said `Sorry` but it was basically an apology. [/quote] That god-awful spaceship game was bad too - and tbh, I don'
[quote who="J5S" reply="26" id="3559766"] I think the whole trade whore should be a strategy but should come with checks/balanced, you trade a tech soon after you acquire it, and the race you got it from should slap you with a trade embargo, or diplomatic penalty or possibility of war. Those make for consequences which would create depth. In any event it doesn't appear to just affect trade. If you make a trade you can no longer even talk to that race, just declare war. Either I am in
[quote who="joeball123" reply="14" id="3559757"] Starbases are not intended to fight fleets on their own. Starbases are supporting infrastructure (yes, even culture bases); they exist primarily to enhance your other stuff, not replace it. If you are sufficiently concerned about fleets which can destroy your starbases with minimal losses, then protect your starbases by keeping actual military assets in the area (or far enough forward to prevent enemy fleets from
[quote who="tchchrs" reply="3" id="3559660"] I have 91 planets -- The one with 37% approval has a population of 10.8 million people Chris [/quote] It's a flat -0.2 per planet, applied before the morale value is divided by pop. The % bonuses from things like relics etc aren't added to the final % they're applied to the numerical value instead, prior to t
[quote who="Azunai_" reply="40" id="3559620"] i didn't like the happiness systems in civ 5 - the civ 4 economy based constraint felt much less gamey. [/quote] It wasn't even the gamey-ness which was the issue - Civ 5's happiness-based empire size limit mechanic, combined with re-introducing maintenance on buildings rater than a scaling per-city+distance measure, encourages building lots of small cities/planets and not developing them to their full po
[quote who="ChaosGuy" reply="2" id="3559565"] Thanks, did not know how to do that. And it turns out "abundant" on a huge size galaxy means... five. Now its likely my settings as I look at that map, as I had 12 major civ's plus "uncommon" minor races for another 4, although in my mind "huge" was a setting that should've allowed for a whole lot of races. Perhaps I made it too crowded for the black holes to populate. [/quote] Base o
It just loads the last copy of the file and ignores the other one. Just add your changes to Buck's version.
[quote who="psychoak" reply="28" id="3559536"] A mod is any modification of, addition to, or subtraction from, the base assets. When you adjust your planets with the options, you are adding no assets. When you add a custom portrait, background, etc, you are adding assets. You can argue that since you actually have to add those assets outside of the customizer to use them it's not a mod, but when you create a custom race, even without adding other assets, you are sti
Does anyone else get the feeling that base hit points are too high, and attack-specific defenses are too low? I get the idea behind the defenses-as-additional-hitpoints mechanic, and it's not a bad one - it's more straightforward than the modifier approach in GC2, and it makes ships a bit tougher against attacks they're built to withstand. But, as has been pointed out, it's generally better to ignore defenses altogether and just use as many weapons as po
[quote who="Bamdorf" reply="36" id="3559495"] Your figure of 16% is quite interesting, since I have generally settled on specializing about one colony in 6 or 7 on finance. Just about right then! That's what I find works for my empires.[/quote] You must have buckets of cash floating around then (or your empire is only 7 worlds wide). I found even 1 in 10 saw me swimming in cash; on a big map where you can easily hit 50-60 worlds per player, 5 cash
Tech cost inflation is a bit harsh atm really, and could do with being decreased some. I find myself running with around 70% of my worlds dedicated to nearly pure research (keeping around 20 manufacturing on the wheel for the building upgrades) just to keep the techs coming in at one per 6 turns. The AI clearly doesn't specialize as well as I do, and so quickly falls behind, so by mid-game I've got an insurmountable lead.