I really appreciate that you take the time to make these diaries and I like that you're working to make invasions involve more interesting decisions. Some observations and questions: 1. "Bee-line" to a city with hexes means the actual path your legion takes will often be ambiguous since there will usually be more than one equal-distance route between the two hexes. Will we be able to control the actual path taken for each legion? I'd hate to see my legion ski
CrankyMoe
I like this a lot. I've always liked games with these kind of Heroes/Specialists, especially with the ability to level up. Was one of my favorite things about Fallen Enchantress. Now, how about a Gal Civ Artist/Entertainer/Performer to provide cultural bonuses?
My civ had two Monsatium Deposits, described as "Player Achievement ( One per Player )". See linked screenshot. Another civ pops up a trade request dialog requesting one Monsatium Deposit for Open Borders. Seeing it was One per Player and I had two, I decided to accept. Now all my planets with max population are short one food and millions of citizens are going to die of starvation[e digicons]X|[/e] . So much for me being a benevolent
Thanks for the glimpse ahead! I'm all in favor of improved diplomacy . One thing I wish is that when an AI comes up with a trade offer or request that I get a chance to review my state of affairs before having to commit to a decision. I can't keep the whole map in my head. If an AI wants me to declare war on someone else, I'd like to see if I'm really in a good position to do that -- do my ships even have the range to get to reach the
[quote quoting="post"] morale always seems to be things like x/13 = sad with x changing from time to time ... what's the x based on & how do I fix it in the xml's? [/quote] x = total Morale for the planet. Approval = Morale / Population. If you hover your mouse over the Approval rating for your planet, you can see this. The higher your pop, the more Morale you need to produce to keep the Yor "happy". So you need approval buildings and/or
I had no problems whatsoever before this hot patch. Got the patch and started a new game this afternoon. I play for a bit and then the game hangs waiting for the next turn to start. This evening I reloaded and played for a bit and it hung again. I'm manually moving ships each turn. Support ticket has been submitted. Edit - I just finished verifying files and it downloaded and replaced GC3.bin. I'll reload and try again. Edit 2 - No l
[quote who="admiralWillyWilber" reply="24" id="3640371"] .... Then this affects colony rush. This only hinders it more so than anyone else. Upping population is only a miner solution since it is harder in the beginning to replace it. This is why messing with social production is better instead. First social production for the yor is the closest thing they have to population growth.... .... The reason why the building assembly plants scenario doesn't work then whi
I'm playing with Gifted AIs. Since I play Large galaxies, not Insane-Abundant as many seem to do, there are a lot fewer worlds to colonize. That means ideology points beyond the first 4 or so are really precious.
[quote who="Tetrasodium" reply="16" id="3640216"] Another place they should probably differ is to have the ability to build traveling manufacturing ships rather than just colony ships. there are multiple ways of triggering +pop on colonization & within the lore the yor could easily cram a ship full of half completed yor & spare/unattached parts that are assembled by specialized yor while en-route. [/quote] This certainly makes sense to me. Couldn't
[quote who="a0152570" reply="13" id="3640196"] I have thought about this also, make the first level project cost a little less to help get you off the ground floor. [/quote] Thanks for this idea. I might try modding this too. Maybe cut the value in half -- from 101 to 51 -- and see how that goes. ImprovementDefs.xml Assembly ....
Thanks for your reply. I got pragmatic for 3 free constructors -- upgraded 2 for colony ships and used one for my first starbase. Then I took all Malevolent - Motivation line, getting up to the Death Furnaces tech (but didn't have a chance to build any). My homeworld was a powerhouse, but my colonies were all pretty so-so. I managed to build intimidation centers on most colonies -- that helped me up an ideology step and certainly helped morale. Other than tha
Update on my modded Yor game: War was declared (by AI civ) and I got my metal ass handed to me in a bucket. I did get medium ships and tried to counter, but the enemy just swarmed me with bigger fleets, better weapons, and some with multiple weapon types. In the final standings, Yor were second last (of seven civs) in tech, military and treasury. Hey, at least I wasn't last.[e digicons]:S[/e] Yor population was in the middle (so at least that was something).&nbs
[quote who="admiralWillyWilber" reply="2" id="3640148"] When it comes to manufacturing there needs to be a third one military social and population or building the assembly project could be built simultaneously dividing social production between the two. This could be on or turned off. This way manufacturing gets diverted but it doesn't stop planetary improving. [/quote] This is an interesting idea. Any tinkering with dual production would have to be balanced to p
I agree. In the early versions (1.1, 1.3) I could play the Yor successfully, starting slow but building up to be the galaxy's robot menace. But the AI back then was pretty poor at the the colony rush, so there was lots of time to build up and expand. Now, the AI is much better at the colony rush and the Yor just can't keep up. The starting pop of 10 is about all you have to colonize with, and every new colony ship you send out just depletes your production so
I'll add that the Altarians are Fast (+1 moves) and they are Clever (+20% research), so they usually get off to a quicker start than most. When they show up in my games, they are often leading early. Their big weakness is that they are Fragile (-20% hit points), so they are easier to defeat when the fighting heats up later in the game. http://galciv3.gamepedia.com/Altarian_Resistance
Hi. Here's my experience -- I hope it helps. Galaxy Setup I experienced a lot of frustration trying to find enough habitable planets in my early games. I found the default settings made habitable planets too rare. So...when setting up galaxy options for a new game, I would increase both "Planet Frequency" and "Habitable Planet Frequency" by one step until I found something I was happy with. I like Lar
I don't think you understand. I am playing the Krynn. Originally, the planet Darwin 1 was owned by an AI civ. It came under my influence and the red warning appeared. I invaded and conquered it, so now it belongs to me. Foreign (non-Krynn) influence is now minimal: I have 93% influence and the nearest AI has 7% influence (see new screenshot) The planet has been very much under my (Krynn) ownership and influence for a long time. Still, the
Hi. Thanks very much to the devs and support folks for all the work on this game [e digicons]:star:[/e] . I had left GalCiv3 alone for quite a while, and having come back to it, quite enjoyed the game with all its improvements. I especially like the newer constructor management, and all the AI improvements. Sorry if this has been reported already, but I see that after I conquer a planet, the red foreign influence warning never leaves. In this game, I'
I started a new game (no mods) as the Iridium using the Opt-In 1.4 patch, and set out to create a short-range colonizer. 1. Went into ship-designer, select ship Settler M1, select Use Design. Note that it has one hyperdrive and Moves 2. 2. Removed all Life Support modules by double-clicking on each one in the components at bottom of screen. 3. Added a second Hyperdrive. --> The ship details shows Moves 3 with 2 hyperdrives, but the components display a
Did you try your favorite web search engine (Google, Yahoo, ....), or the forum search feature? Try searching 'Gal Civ 3 cheat codes' or just 'cheat codes' in the forum. The info is here.
I want to thank you for this. I found your fleet composition example -- 1 escort tank + 2 guardian shooters -- really instructive. I haven't played much with mixing ship types in my fleets -- mine tend to be just a bunch of the same, reasonably well-rounded ships. Seeing how you took advantage of the ship roles has inspired me to try more of your approach in my next game. It reminded me of the Gal Civ 2 days, building defensive powerhouses with just a single laser
[quote who="marigoldran" reply="6" id="3568600"] But... but... cheese is good and tasty. [/quote] No arguments from me about that [e digicons]:grin:[/e] . But I'm an adventurous diner and I wanted to try something else -- look at the all the choices! Having to fight my way out from so far behind in this game is the most fun I've had with Gal Civ sin
I stopped because I felt it was making my games too easy (I was getting so far ahead using it, I felt bad). I've played only this one game so far with the AIKickStart75 mod. I'm really behind the AI now, so this game has become quite challenging (read: really fun! [e digicons]:)[/e] ).
Wow! Thanks for this. I've been playing with this mod as Thalans in a huge galaxy, Challenging difficulty with 7 stock AI factions (all Gifted). Every AI faction but the Iconians has colonized more planets than me. I think this is the first time I've seen that happen. It's finally going to be a challenging game! Note: I refuse to use the Pragmatic constructor-to-colonizer cheese. Here are the counts (gathered from trade displa
Here's a save-game file (GC3 version 1.03) -- I hope this helps. Playing Thalan. Challenging difficulty, huge galaxy, 7 AI stock factions all Gifted. Using mods: 1. AIKickstart75 v1.0 by rspiccaver https://forums.galciv3.com/467746 2. MediumMissileBoatFix by TurielD https://forums.galciv3.com/467065/page