[quote quoting="post"] Forced updates Forced driver updates – potential instability[/quote] Forced updates don't apply in production environments - the Enterprise license allows you to defer the compulsory ones for 6 months and refuse the non-compulsory ones. This is pretty much exactly how we used WSUS anyway for the l
naselus
Note that the bureau is also directly referenced in global defs. It'LLP need to be replaced in there, or else just rendered unbuildable.
Because war like that isn't FUN. It's not entertaining to have 1-turn wars. There's no tension. You wipe the enemy out before he can react, which is fun the first time but ultimately reduces the entire warfare game into a chore. And if the AI did it too, we'd have the joyous experience of our best buddy turning on us and destroying all our ships and shipyards before we have a chance to react (an experience you can already enjoy in multiplayer). That's not fun. It involves
1.5.1 released: [quote] 1.5.1 * Fixed Iridium World * Updated codebase to 1.5 compatible. * AI ship design now makes greater use of defenses as filler items. * Shrine of Tandis now gives +25% morale rather than flat +0.25 * Fixed Logistical optimization * Escort carrier deck cheaper. * Added a small amount of Jamming from thrusters. * Small ships now get bonuses to Jamming; big ships get penalties. * Coercion set t
Joe means 'yes, it's partially hardcoded'. The types of the fightercap stat are defined in the schema and can't be modded.
[quote who="Larsenex" reply="3" id="3607037"] Like the argument to sensors.... (looks at Naselus)! [/quote] Hey, I'm not saying 'no stacking' or 'one engine module per ship'. But there's no major downside to stacking huge numbers of engines on big hulls. Nothing should be moving 60+ spaces a turn, because that also means it has 60+ ATTACKS per turn, which means you can wipe out the AI's entire
[quote who="Larsenex" reply="3" id="3607043"] Two things, Comic Sans is SO MUCH EASIER to READ and so is 14pt font! [/quote] It does have the downside of making anyone reading it want to stab you in the face, though :)
[quote who="neilkaz" reply="1" id="3606748"] Another issue is that the AI still needs to build ships with more movement per turn. [/quote] I'd turn that on it's head actually - something needs to be done to [i]discourage[/i] the player from stacking really high movement. Whether that's a diminishing return from engines, or an end-move-on-attack mechanic is open to debate. Oh, and the AI bonus squares thing isn't har
Trade improves diplomatic relations, and is indeed lost when war happens. Tourism is unrelated to diplo in any way at all.
What effect does removing Patriotic have on custom or downloaded races that have this trait? Will they instantly become coercive, or will they just not have a second ability?
[quote who="Syntax_VI" reply="647" id="3606183"]when you say you updated the code to 1.5 compatible, does that mean we could get a 1.5 opt in release? I'm dying to play test the new diplo features but couldn't even imagine playing vanilla at this point [e digicons]:D[/e] [/quote] No, it'll be released within a couple of hours of 1.5 going live, as usual. Otherwise we'll get a lot of people who haven't updated and don't
I'll make them a touch cheaper. They're already 3 ships for the price of 2 fighter modules in terms of manufacturing cost, but I'll trim the mass a bit too. The mod's xml exactly matches Vanilla with regard to the Vigilant trait. Here's what the 1.5.1 preview looks like atm: [quote] 1.5.1 * Fixed Iridium World * Updated codebase to 1.5 compatible. * AI ship design now makes great
Yeah, I'll be looking into making changes with each update of the base game now, so the next release will be once 1.5 hits. I'll address bugs at the same time. I'm hoping that the diplo improvements might allow me to get the game finally to be a fun experience; I think it's already reasonably challenging but the diplo issues have really been turning me off playing recently.
[quote who="Larsenex" reply="18" id="3605875"] Derek, I am also interested in installing this mod. Is your stream instructions on how to do so or do you have an actual mod with an install (exe) uploaded somewhere (looks at nexus mods)... [/quote] It wouldn't need an exe, it's just a few xml files that need to be changed. It'd be very easy to recreate, tbh; I've not watched the stream but adding new buildings is not difficult and makes for a goo
[quote who="joeball123" reply="12" id="3605431"] For what it's worth, my guess is that maximum missile range is probably somewhere around some thousands to low tens of thousands of kilometers. [/quote] I'd concur with that. Though it's largely irrelevant, since those missiles are ship-to-ship engagement weapons akin to the kind of thing you find on a modern fighter plane, while what's being contemplated here would be more like cruise missile
It literally just multiplies the cost by a factor set in global defs. The same factor is also used for Rush buying. I think it's 10; was last time I looked. I think that upgrades do only switch the changed components, but the price is so high that it becomes insanely expensive anyway. It's a hangover from when money was stupidly easy to acquire, and can probably be reduced a fair bit now. Though truth be told, the game's economic balance remains an abs
Whoops, that ought to be a 30% global multiplier.
[quote who="Bruce Hake" reply="28" id="3604480"] Somebody said in this thread that he routinely builds one farm per 3-5 factories. My own research indicates it's wiser to build just one factory as the first building, either next to the capitol or on a manufacturing bonus tile. Then I never build any more factories. On a big planet I'll have one hospital and as many farms as possible. For the last two weeks I've been playing on an excessive m
[quote who="SlandeBande" reply="22" id="3604286"] I honestly feel having an individual wheel for every single planet isn't optimal, at least from a 4X game with the current design. Thankfully it is a (predominantly) single-player game so to each his own. I won't be re-enabling the wheel at least! [/quote] I think having the individual wheel available in addition to some means of quickly changing it for groups of planets is optimal, tbh. The wheel is
[quote who="El Buitre" reply="17" id="3604037"] As of right now there are no sliders in my Govern Planet screen... That just baffles me. thimon2k where the option of putting sliders back in the game? What a dumb move, taking them out. [/quote] There is a text file in my documents\my games\galciv3\ called prefs.ini. Open it with notepad and find "UseColonyProductionWheel=0". Change it to =1. Then restart the game.
[quote who="Larsenex" reply="5" id="3603822"] Sounds like you have your bases covered. Hardware? Powersupply or connectivity to video card? ... [/quote] Doubt it's hardware; if he's only started getting the problem since last week's update then it's much more likely MS released a bum patch that disliked something that was already installed in the PC. Again.
[quote who="Maiden666" reply="34" id="3603738"] The temperature of annuary climate can be measured by geologists. And deducting from the history of past climate changes we all should be in an ice age, after all. You know that the opposite is the case, so scientiest wonder why. Looking into past data, they saw that the temperature increase during the times of the Black Plague was *greatly* & *significantly* diminished - because noone was there to cut wood, make new farmland, or attain
You need to download and add extra races, or make them yourself in the editor. Every instance of each race can be used only once in a game (though you could just copy them repeatedly).
Nope. Upgraded to Win 10 about two months ago and haven't had any real problems. But if you have some older hardware in your rig, then it can cause some instability.
[quote who="El Buitre" reply="8" id="3603674"] I have never built farms, i see no reason why. I dont see a demographic that centers on farming, amount of food...like when i can sort by anything, its never food amount, there are no tool-tips that show any food amount or production. My populations are all at the max and approval is at 100% i just dont get it [/quote] Farms determine your maximum population. Every unit of food is 1 more point of maximum populatio