[quote who="Horemvore" reply="222" id="3744896"] Updated and fixed for the 3.6 patch. You can thank Gauntlet for this final fix/update, I reinstalled GC3 to test an issue he was having which in turn prompted me to fix this mod pack. (Does not support Retribution) [/quote] where is the new version and is it good for 3.4 which I am still on...
jabberjaws
miscellaneously, will the AI ever attack defended anomalies ?? plus they dont make enough transports or starbases in my games or they build a SB for nothing or 1 resource when it could be placed for more resources ... moreover, sometimes they build planets very well, but mostly hodgepodge the planet so I have to destroy many buildings also noticed the merc only added the percentage of 5 points research to a planet instead of the expected 5 plus percent.... just sayin ,
[quote who="Horemvore" reply="1305" id="3744948"] How is that broken? You can do this in the base game, just via different abilities/ideologies. [/quote] I didnt know it was possible before ..warmonger is great..thank you I noticed a super precursor tech that only gives 11 HP to a ship for 2200 cost (cant recall name but its at the end of the tree) , is this a UCP thing or ? how to fix ? prospector did not work for me in 1.23 :)
[quote who="Gauntlet03" reply="1304" id="3744938"] Could you clarify? Do you mean you want the research points costs of the techs added to the various descriptions? [/quote] Yes Sir I do !! thanks :)
sticking to 3.4 with ucp grm ... wait until the bugs are worked out
Gauntlet I would love a value on research so I know how much exactly , it takes for a tech, as we do in buildings in this way I would know how many planets to focus on research a number of times , I have come within a whisker of a tech [e digicons];P[/e] , a way to just purchase that whisker would be wonderful also , I have NO military production distance penalty, after choosing the 25 percent reduction in ideology to the warmonger race t
synths have been hammered for awhile, I liked it when they would wildly grow to 100 per planet and kick arse !!
does this help the synths I would expect ? they sure need some love !
all good, must be placed after STATS section like COBOL I wholeheartedly recommend this policy. 1 garrison per colony via placement of code above in improvement defs , per civ capital (might make this 2), col cap upgrade cap, build city, build metropolis, temple of valor, planet defense dome ,this simulates what I wanted forever .. the pop defends itself, and the more it grows , the more you get. when the game begins , your cap is defended by the people, also for the central mine just
result :( C:\Users\ABCDE\Documents\My Games\GC3Crusade\Mods\UCP_Core\Game\ImprovementDefs.xml(122,17): error: element 'Triggers' is not allowed for content model '(InternalName,DisplayName,ShortDescription,Description?,Icon,BuildIcon?,ListIcon?,ImprovementType,ResourceStatType?,SecondaryType?,PlacementType?,SupportedPlanetTraits*,RelativeWeight?,OnePerPlanet?,IsIndestructible?,IsGalacticWonder?,IsPlayerWonder?,IsColonyUnique?,DoNotAutoUpgrade?,UnderPopulationCapOnly?,DoNotShowNo
[quote who="Horemvore" reply="9" id="3743041"] Yep simply add Garrision to any improvement. [/quote] Would this produce the legion on colonization ?? ColonyCapital ColonyCapital_Name ColonyCapital_ShortDec &
Hello Is there a way to make a default 1 defending legion per populated planet ? This would help prevent the ridiculous strategy of slipping by forces to steal planets cheaply... I have not tested the GRM with the orbital mines, does the AI make use of it ? JJ :)
We will always miss Horemvore[e classic]:'([/e]
thank you , I hope there will be some application at least.. the energy web that gauntlet made will be fun , I have not tried it yet... have you ? I will continue to lobby for mines , argonne accumulators and black hole bombs JJ :)
WELSHMAN HOREMVORE, I propose we stick with 3.4 as a group until we are happy with the results , you are an artist , and I understand the frustration , I spent years playing chess , only to be frustrated by cheaters in the end... chess is art too an expression of the mind and heart [quote who="Horemvore" reply="195" id="3741635"] I am no longer updating, supporting or checking on this mod. Had enough of SD's antic's in regards to modding and flatly refusing to
Horemvore Did you make the precursor planet that connects to other planets instantly ? do these planets , if you have 2, actually allow ships to instantly travel between ? and how would I set that up ? JJ
Does anyone like the idea ? besides me ? If not I will give up... ok
Gauntlet will v8.9 work with v3.4 That wiki is really PROFESSIONAL !! wow[e digicons]:D[/e]
Gauntlet We played by snail mail and I always hoped someday the old game would be made into a PC game.. I belonged to a club to play blitzkrieg, flat top, squad leader and other war games by mail, we had ratings and a membership fee + card. Our die rolls were resolved by consulting stock market prices your point of defending starbases and planets was spot on and your defensive web is still the best application , I was hoping....for more
[quote who="Gauntlet03" reply="10" id="3741530"] There is a reason the Allies couldn't repeat the wonderful (relatively) advances of Messine Ridge... because the unique terrain allowed for it. Also, what you are discussing is hardly use of "mines" it's use of explosives and a practice known as "sapping". If I found a way to fire a mine out of a cannon and have it explode on top of an enemy... that isn't a "mine" it's an artillery barrage. [/quote] yes it is
Dear Fellow players and SD am I grumpy...JJ gonna JJ SD (and everyone including me) would do well to remember , *** you must weigh what you gain by what you must give up *** Firstly..will you lose your fan base , the old guard ? I do like the Hypergates [e digicons]:thumbsup:[/e] but other than that I don't see the positives of this...yet..not saying I will never .. but as of now.. I just do not the choices of the tech tree were sometimes so diffi
Looking into the mines of WW1 I found a battle for Messines and hill 60 where the allies broke through using mines to break up the 3 year stalemate, dashing 25000 troops instantly and advancing 3000 yards after being bogged down in trench warfare. for 2 years a honeycomb of tunnels were dug under the Germans on the ridge and MINED then they shelled them following up with a mine blast heard all the way to London !! It was the single most powerful blast of warfare ever , up to that poin
[quote who="Horemvore" reply="189" id="3741490"] TBH, doubtfull. I did not, still do not, like the sound of the next expansion pack one bit. (So much so I have not played a single game of GC3 since they announced it). [/quote] it really does not sound good to me either , but I wont stop playing because of it and I likely wont upgrade ... is there a way to let the synthetics increase their population alot more , they used to be formidable now they stink and all their planets
Horem another 2 points to 100 here is 1 Is this mod for the old game ? not new release right ? roles fixed on gov ships ? they are all support and I want to use them as capital , I changed some myself but is this because of AI weakness ? Thanks Buddy JJ :)