@frogboy Well, the problem is that for us vanilla players it forces us to buy the Crusade to get those extra admins. That, according to me, is not a fair deal, since galactic civ already has the most DLCs of any game I have (actually, several of the quite expensive DLCs are like free content/upgrades on my other games, the only DLC that may be actually worth calling a DLC is mayhaps crusade, but comparing to the price of the others, this will probably almost cost like a new game). <
J_L_Seagull
Thanks Go4Celerity for the way of modding the file. Does this work out correctly without any major bug attacking? (why Im asking is because of comp breakdown I cant right now try it out and I have to wait a couple of weeks) I must agree with Fragnafritzz a bit.
[quote who="admiralWillyWilber" reply="1" id="3669338"] Well the reasoning by a few people were they might of been the problem behind constructor spam I don't know is that some people have a compulsiveness to do things that are on the game that they don't have to do. Now for the most part I find this fun, but they don't. Most of us play the game how we want. [/quote] Well, Ive allways liked this game because of the lack of restrictions, so it would be great if th
I have been on hiatus from the game for the last year and thought it would be fun to restart it, especially with the huge update. Then I was totally disapointed by the "Administrator" rule for starbases. I like the idea, but the way it is implemented should be as a playable choice. I think, when creating a map you should be able to choose how it is implemented, since starbases are a huge part of the game. The choices should be something like this: Low: 50% release core value N
[quote who="CaptainMonkey" reply="1" id="3586239"] Anyone? Agree, disagree? I'd also like to be able to cycle through shipyards at the top of the manage screen, just like starbases and planets. [/quote] I agree in most of the things and maybe a dozen more. Many issues should have been worked out during playtesting but nowadays many companies launch the game and hopa that people go for DLCs and updates, since most of us pl
Well, to answer some of your arguments (I totally agree with your argument with influence=political borders so that I leave behind) si first and foremost the FTL missile launcher thing. The reason I said "one volley" of missiles is that I thought about it the same way as you, so I was thinking som sort of long ranged missiles more or less like a missile drone carrier. The carrier with large FTL drives reaches the destination and explodes in a mass of small missiles, more or less like todays c
[quote who="a0152570" reply="1" id="3586582"] I think your idea has merit and while i would like to see it i do not think it will ever come to pass; too big of a change to combat system. Mil star bases do need more pazaz [/quote] Yeah, I think you are exactly right in your analysis. Although it would be really cool and it would finally get those pesky constructors of my back. The AI spam them like crazy and sets upp starbases all over the place, even when he has nothin
So, Ive been playing for more than a hundred hours now (well, maybe not playing, sometimes spending hours just to create a ship) and after this many hours Ive used the military ring once (yes, you read correctly 1) and the influence ring maybe 10 times. The rest of my starbases are economic or mining. And Open Borders treaty Ive only used as candy wgile bargaining with the lesser races, since nobody seem to care about it (least of them me :) ). All in all, two pretty meaningsless features. Wh
[quote who="Larsenex" reply="5" id="3576382"] There is none Elerium beam because beams are the first weapon you get and if you carefully look at the entire line, beams are the most balanced and at Doom Ray the most powerful. Back in Alpha through Beta, beams were the best weapon hands down. With the addition of proto type weapons and more balancing the other weapons came online. Beams have a great accuracy and great range. <
[quote who="naselus" reply="1" id="3576325"] There is an elerium beam. [/quote] No there isnt. I think you are mistaken. Ive even used Console "Unlock"-command to check it out and the "Elerium Beam" isnt where it should be (that is, right under Prototype Elerium Beam in the weapons menu).
We have a Prototype Durantium driver and a Durantium Driver. We have a Prototype Antimatter Missile and an Antimatter missile. Why is there no Elerium Beam? Would be nice to see it implemented as soon as possible.
Totally agree with you.
[quote who="leiavoia" reply="3" id="3575913"] On carriers: they need some time to regenerate. I'm not sure exactly what the formula is, but i have always noticed that if i go into battle and a few fighters get shot down, i will be down a few fighters if i go directly into another battle. This is not new. [/quote] Ahh, never encountered it before. Thanks for the help, thought it was a bug.
[quote who="egavactip" reply="1" id="3575870"] I was playing on an insane map yesterday and had my sound go off. I had to save, exit, and restart. [/quote] Did you have the same problem with the drones? They dont return after a battle as usual. Is there a change in the update that do this?
Hi, Im right now playing an insane map and the latest 24 hours Ive noticed that sometimes my sound effects disappear (this doesnt bother me that much) but what bothers me is that once a carrier module ship (that is attack drones, guardian drones and the like) is lost, it doesnt reappear anymore in the next battle. Is this something that happened in the latest update? How can I fix this without scrapping the whole game (Ive been playing for 24 hours on this map and would like to take i
Thanks for the answer. I guees I have to live with this until they hopefully change it.
I have recently added the Cylon Faction to my steam workshop (you are all welcome to it and I think it will be enjoyable to play. All feedback is welcome) and now Im starting to design the ships for this faction. The problem is that Cylons many times depend on carriers and therefore I wish to design the ships thats inside the carrier module. Is that possible?
Thanks a lot. Now I managed to upload my first ship (an Altarian Carrier) but how do I tag it so people will find it easily?
Thanks a lot. Now I can continue with my work. The next question will probably be how to bring the blueprints over to steam ;)
I building a sweet range of ships and use the command console to open up all the techs. Since the patch today I cant get it to open. Is it only me or does someone else have this issue? I checked the input and it was still there as a command, but however much I press the button the Command Console doesnt open.
[quote who="a0152570" reply="2" id="3570304"] Usually folks smarter than me are quick to respond, but its the fourth [e digicons]:\[/e] Not sure how to do exactly what your asking BUT 1) do you know you can type help and see all the console commands, & help gives info on that command 2) You must have the tech researched for the ship you want to make (unlock) 3) Use modcredits 20000 to give yourself
Anyone?
Ive been having a bit of a fun with the console, but I cant figure out how to spawn ships? I would like to spawn some basic Survey vessels when I start the game, just to get a bit of an edge when playing on the harder difficulties. How do you do that?
[quote who="joeball123" reply="16" id="3558784"] If you installed the game in the default directory, then C:\Program Files (x86)\Steam\SteamApps\common\Galactic Civilizations III\data\Game. [/quote] Thanks, found it. Is it possible to add another, lets say Artillery, by copying and editing, without the game falling apart?
Thanks a lot wuphonsreach and joeball123, that really helps me a lot. A final question then, where do I find BattleBehaviorDefs.XML? Ive tried searching my HDD for that file and the net and come up empty handed.