[quote who="Larsenex" reply="4" id="3635333"] ^^^ This could have been worded a bit better. [/quote] it is a little awkward. thank you for all the hard work im almost done my map and have most of a day off tomorrow so i know what ill be doing tomorrow.
androshalforc
I'm pretty sure my last 1.7 game had minor races not a whole lot but I had it set to abundant. if you were late in contacting other races they may have killed off all the minor's
ive been holding off starting a new game till the next patch comes out Im just curious if there are any hints of it coming out soon?
Wouldn't the onstartturn trigger work? i would also take a look at the ideology buildings the preparedness centre provides .2 ideology per turn you might be able to add something like that to a race unique diplo building
Ok thanks for looking into it the last reply I had from the support desk was that it had been passed on to the dev team
[quote who="MrWendal" reply="1" id="3634983"] Have to do it at all bases I think though. [/quote] that's the point of this post hes asking for a way to do it in bulk not for every single one
i play with reduced range on my maps so life support is a must at least for trade routes and such i also turtle a lot so i use a lot of starbases the techs i skip the most are the specializations that reduce maintenance and construction costs. if i had to choose between those two i would get the maintenance and skip construction cost
a couple of weeks ago a posted a ticket to the supportdesk #DFP-770-71894 i got a response saying it had been forwarded to the dev team, now it appears to be closed and i have not had any responses to the ticket since. i was wondering if someone was still looking into it or if anything had happened with it.
this is an annoyance for me currently. often when i have something selected and i click just slightly off of a button or control for that starbase/shipyard planet etc the object in question becomes de-selected. i would like it if it stayed selected if the intent is obvious that it wasn't meant to be de-selected an example from the map editor <img src="https://www.dropbox.com/s/21fwn090zehwoej/Screenshot%202016-05-09%2017.10.58.png?dl=1" alt="
[quote who="Lucky Jack" reply="4" id="3634896"] With an Insane size galaxy with the potential of hundreds of Starbases [/quote] I put hundreds of starbases just around my home system In my next insane map I plan to make a starbase highway system which will have thousands potentially tens of thousands of starbases
[quote who="mortili" reply="8" id="3634581"] we can assume that the xls are created so that they allow us to do everything what the game supports, [/quote] that assumes that the people who created the xls have thought of everything possible that the game is capable of doing. it also would imply that there is no room for expansions because there is nothing more that the game supports
I've only seen bazaars that I place on custom maps although I've never created a map without placing a bazaar
Is it a custom map?
[quote]What makes it worse is that while Benevolent and Malevolent each has 2 point every other turn buildings (Temple of Enlightenment and Elevation Foundation for Benevolent and Death Furnaces and Citadel of Revenue for Malevolent) the Pragmatic line only has one, the Arbitration Center, [/quote] cough cough preparedness centre cough cough
i agree with the starbase thing 1-2 SB is alright but I tend to have hundreds and it gets annoying
firs off GC is not a tactical game and never will be. I would like to see some strategic decision making though. Now now you do bring up some valid points about combat Tactical speed range intelligence Tactical speed considering your fleet starts in formation and then blindly charges the enemy fleet starbase mods that increase your tactical speed
That seems like a massive multiplayer exploit player 1 gets 5 antimatter builds a heavy missile ship that costs 5 AM player 2 builds a heavy laser ship that costs 5 elerium trade ships and repeat when you have a fleet gang up on players 3&4
https://forums.galciv3.com/470192/page/1/#3592077
do you have any mods installed
I would suggest you create a support ticket also posting the debugg.err file might help some people see what's wrong
[quote] Probably breaks save games.[/quote] Any xml changes wouldn't take effect unless you started a new game
i know they were experimenting with it for a while the biggest problem they had with it was the appearance of cheese with it. primarily.. "well i was about to crush the AI but then a giant fleet showed up out of nowhere and I KNOW there werent any cloaked units in the area so the ai must have spawned them so it wouldnt lose .. man this game sucks because the AI cheats"
Thnx now I need to finish my map and start a new game
well pretty much it's the base number which is what all those percentages get added to most of the base numbers should be visible by hovering over the squares at the bottom ( production wealth research) or the lines for influence or food. For food specifically I believe 1 food =1 pop ( I play synthetic races so I'm not 100% on that