[quote who="Rockman" reply="19" id="3558085"] The Data Archive is equal to basic research buildings: 55% if you got 6 adjacent (both give 85% total), 40% at 3 (55% for both) 30% at 1 (both give 35%) with more the Archive wins. Only the 75% version of basic is always better. The same applies to the solar plant. So it is worth it early game.[/quote] Considering it needs the relatively rare Thulium, the Archive is still distinctly di
naselus
[quote who="wpkelley41" reply="3" id="3558074"] Thank you. I'm very new to this. Where do I find that information? Where is the XML? [/quote] [galciv3 install dir]\data\game You're looking for improvementdefs.xml. The trade resources are at the very bottom of the file.
[quote who="chanbrothers" reply="2" id="3557970"] That is exactly what is happening in the real world. China starts reclaiming land at the south china sea, which is international waters, and the whole south east asia is uneasy. So i say it is fantastic the AI is just like human. [/quote] Yeah, there's no problem with the AI reacting; it'd be nice if the reaction was a little more proportional. If we have a 350-hex long border, the AI probably should
[quote who="Ardrea" reply="26" id="3558077"] The military starbase should exist to defend something else nearby, and at present, it basically can't. [/quote] I think this is the sticking point - many players expect the military starbase to act like a battlestation did in MOO2, but it's not supposed to do that. Just as an economic starbase isn't supposed to generate manufacturing, gold or research by itself, but rather buff planets that do, the milita
[quote who="node10" reply="23" id="3558048"] That's not what projection of power is. The moment you break a fleet away from the SB you are just fielding a regular fleet and the Mil SB may as well not be there at all. Projection of power presently only exists in the marginal combat buff provided to fleets that are engaged in combat within the Mil SB's ZoC. [/quote] The 'marginal buff' includes 85% bonus to all defenses and
[quote who="node10" reply="21" id="3558043"] ..which still does nothing with regard to allowing Mil SBs to project any power or prevent them from being completely ignored by the attacker. [/quote] No, since the projection point was already covered by the buffed attendant fleet. Ignoring them is fair enough, if the enemy doesn't mind an area where your ships are made more powerful and his ships are made weaker. He can, of course, also completely ignore y
[quote who="node10" reply="18" id="3558038"] No, you can't prevent the enemy from swooping past your glorified garage in the mid to late game where moves are so high that stuff practically teleports around. See edit. [/quote] That's true enough, but the answer there is just buffing the tractor beam and grav generator modules, rather than making starbases fight in their ZoC.
[quote who="node10" reply="16" id="3558034"] Once again, point being that no matter how massive your garrison if you can't prevent the enemy from swooping right past it to get to its primary target then what good are they. If you could move a larger number of ships around as a fleet within the SB's ZoC, or have said stationed forces auto-join battles within the SB's ZoC as 'rapid response', then it might be worthwhile having that Military SB there inste
[quote who="node10" reply="13" id="3558028"] The point being, Nas, is that you don't need to attack them first in order to get to your primary target; you just- move round them. Military SBs need to be able to project some of their power, in a meaningful manner. [/quote] If you have 65 units in the starbase, then there's your power projection right there - half a dozen full fleets, buffed by the base. It's a fortress, not a mobile attack unit
Bear in mind that Starbases give massive logistics values to the tile they're in - they can have a truly immense ship numbers defending them compared to mobile fleets. Think of them like a castle - it's more powerful the more units you put in it, but vulnerable if it's not properly defended.
It's definitely possible, since we already have limited research queuing in the tree screen. I do hope that shift+click queuing is implemented, though.
[quote who="Frogboy" reply="2" id="3557400"] I think the user reviews serve a pretty good purpose overall. As a customer, I always take them with a grain of salt. It is a good thing that Steam reviews weren't around when Civilization V shipped. The hard core players were extremely unhappy when it first came out. In time, as more players get in and the game gets better, the user reviews will get better.[/quote] I'd avoid comparisons with Ci
[quote who="RavenX" reply="77" id="3557172"] I can make the edits. I just need to know what xml's to edit and where they're located. [/quote] all in galciv 3\data\games. Mapsetupdefs.xml allows you to change the modifiers applied to the base. If you have enough stars and dead worlds, but want to increase the number of habitables without adding more stars/resources/asteroids etc, you'd change the numbers i
[quote who="Thorrbert" reply="72" id="3557124"]Are the only values to change in the map size xml?
[quote who="Gaunathor" reply="55" id="3556918"] Quoting naselus, reply 53 Would it be possible to make the Large Empire Penalty modifier available for modders too? We already have access to it. It's the first entry for GoodsAndServices in the GalCiv3GlobalDefs.xml. [/quote] &nb
[quote who="wpkelley41" reply="8" id="3556859"] Little help please. I didn't "opt-In" to 1.02. The game updated by itself. I'm actually happy about this, because it saves me the trouble. Question is: If I choose to "Opt-Out" of a patch, How do I do it? [/quote] Same way you opted in, more or less. Left-click on the game, go to 'properties', open the 'betas' tab and then set the drop-down menu to 'none'.
[quote who="Frogboy" reply="51" id="3556896"] The values will be moddable for people who want insaneR numbers than what we choose.[/quote] That's the best solution, tbh - you stick to the sys reqs because the modder's don't have to :) A well-made mod balanced around insane maps will help. Would it be possible to make the Large Empire Penalty modifier available for modders too? :)
[quote who="BuckGodot" reply="48" id="3556886"] Interesting. The number of minors didn't change things as noted by naselus on Immense. It was 208 + number of other factions present. [/quote] Yup, seems like faction and minor race homeworlds are added after the galaxy is laid out - probably converted from dead worlds. Tried the same thing withjust me and one other race, no minors - and actually came out with
It appears to just be limited to Insane - smaller maps (even Gigantic) have a variation. But around 200 appears to be some kind of hard limit for habitables - once a setting hits 200+X, it stops increasing no matter how much higher the setting is. This means you move from tiny, where the most abundant setting is around 500% the lowest, to Gigantic where it's 200%, to Insane, where they're equal. I suspect they were trying to introduce a hard cap of 2500 and miss
[quote who="BuckGodot" reply="41" id="3556868"]Awww, crap. I forgot to include the number of minors in my assessments on colonizable worlds (I didn't include them in my counts, like at all). Knew I forgot something. [e digicons];P[/e] Hmm, though if your seeing the same thing that really doesn't matter THAT much, I suppose. Guess I should try to rework my tables slightly, though the overall point still is valid. [/quote] <
Tested on insane spiral map, with Abundant stars, abundant planets, few extreme planets, 20 opponents. Would launch the game, then immediately use Colonize All. Every possible Habitable Planet setting in the Game Setup menu created exactly 207 uncolonized habitable planets. EDIT: This appears to be a hard cap - There's variation below this number, but the game seems to stop adding planets at ~220ish.
[quote who="BuckGodot" reply="36" id="3556850"]Well, the devs and I might be talking about slightly different things. The numbers I have quoted are the planets that can be colonized at the start of the game (the one from my first post of testing didn't include the seven planets already held by opponents), including all Extreme Worlds. That IS NOT the total number of stars/planets in the game, however as it does not count all of the Dead Worlds in the game (a fractio
[quote who="BuckGodot" reply="24" id="3556791"]Got the exact same number: 208.[/quote] That suggests it's bugged, since the devs believe we'll be seeing about ten times that...
[quote who="JorgenCAB" reply="18" id="3556320"]I do not fully agree that there is any direct problem with the LEP. If you play on an Insane map with abundant planet you will need 100 AI to balance it out. You can't play on such a map and think it can be balanced otherwise. Insane map with abundant planet and abundant habitable planets are going to break the AI big time no matter what, unless you have enough AI so that the number of planets per AI becomes mo
[quote who="Christian_Akacro" reply="14" id="3556252"] Patriotic isn't too good. The Large Empire Penalty is waaaaaay too much and needs to scale with map size/habitable planet availability. [/quote] Quite totally this - I've been playing an insane map with everything set to 'Abundant', and the AI has basically capped out at a maximum of 80 worlds (and that's with me feeding them approval techs). I've carried on expanding to well over 1