[quote who="KarlBar99" reply="43" id="3571308"] Is it possible to either create new fighter types or specify a specific tech tree to use different blueprints for a specific type? [/quote] [quote who="Deathwynd" reply="44" id="3571327"] 2. as far as I know the fighter types are locked up in the XSD'd which atm are unmoddable, they just crash the game. [/quote] While Deathwynd is to my knowledge correct, there are four fighter types defined in the game: A
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[quote who="mdoolitt" reply="4" id="3571032"] When is it worth it to put in a power plant/hub building? When you have three adjacent tiles and two are filled with factories/labs etc? So the hub would benefit the two others? Or would it be better to build another factory/lab/etc? [/quote] The answer depends to some extent on what you have, but the truth of the matter is that it is almost always worth building a hub structure, as long as the hub structure is one of the ones th
[quote who="KarlBar99" reply="51" id="3569995"] 4. Except culture isn't affected by economy. it;s that simple. You can move that slider all over the place it won't change a thing.Their are 3 basic source of influence right now. Flat bonuses mostly from the colony itself. Multipliers from buildings, and Culture Festival. Only the last one is affected and normally i find my best production worlds are a bit busy to be using it, (mostly dammed constructor spam, but again a working mi
[quote who="Vidszhite" reply="5" id="3570176"] What needs to happen is this radius of aggression needs to calculate distance from the AI's borders, rather than from the transports' resting spot. That would fix everything. That's up to the devs to fix, however. [/quote] Not if they used influence borders as the computer faction's borders and you're really pushing influence. When you're really pushing influence, you can get the influence border to shift
[quote]OK, other than setting a Rally Point for a Shipyard, is there any way to control the hex that a Shipyard launches ships into? I often have these things stuck next to asteroid fields that the shipyard wants to eject them into, screwing me out of my first turn's movement. [/quote] Try blocking the tiles that you don't want the shipyard launching ships into with a space station or planet. That's the only way I know of to adjust launch direction without messi
[quote]What other traits do you guys find too strong or too weak? [/quote] I'd add the one that increases ship repair rate as a very weak trait, not because it is weak in and of itself but because strategic repair is just garbage in GCIII. Who cares if I can get a +15% or +25% strategic repair bonus to add to my base 1 HP/per turn repair rate when I can instead mount a repair module that can quite literally restore hundreds of HP per battle? I tend to feel that
[quote who="Ackapus" reply="36" id="3569940"] Any time you saw a Reaper take off or land in a cutscene, you're talking about a two-kilometer ship that spontaneously altered its velocity by hundreds of meters a second in the space of a second while within a large gravity well. The best I've seen an ISD do is fly straight at an asteroid field while laying down heavy PD fire. Sure, they crash themselves into other ships all the time, but I suspect that's just for fun. [/quo
Oh, and Star Trek is so much better in the scientific accuracy and internal self-consistency fields. Scientific accuracy: Yes, I'm sure that that inoculation against radiation poisoning will do me so much good, doctor, now if only radiation poisoning were actually a disease . Oh, and since when did event horizons contain 'cracks'? And then there's the whole "we broke the Warp 10 (i.e. infinite speed) barrier and then suffered from 'hyperev
[quote who="dragoaskani" reply="1" id="3569799"] does it matter? [/quote] In my opinion? No. It might be a potential irritant in multiplayer (hey, why is one of my ships called the HMS F.U. Joe?), but I don't care about multiplayer as I have no intention to play it, and I doubt I'd play long with people who did something along the lines of the parenthetical example on a regular basis.
[quote who="naselus" reply="27" id="3569764"] Quoting MichaelJanuary, reply 26 Now, what is the relevance of all this to GalCiv3 again? For when both ships are inevitably modded into the game and completely fail to operate on the same scale. [/quote] To be perfec
[quote who="marigoldran" reply="24" id="3569595"] So you're basically saying Star Destroyers are rather poorly designed? Or their passive defenses are so powerful that fighters on average are not a threat UNTIL the destroyers' shields are stripped away in a capital ship engagement? [/quote] 'Poorly designed' is a misinterpretation. Something is not 'poorly designed' if it doesn't have weapons specifically intended to be employed against something
[quote who="marigoldran" reply="21" id="3569570"] I've actually read all of this debate with a good deal of interest. The amount of detail is impressive. Apparently Star Destroyers have massive amounts of point defense/ anti-missile capabilities to the point where the different sides don't even try. And they're particularly vulnerable to kinetic attacks and their anti-beam defense is average. Duly noted. [/quote] There is no evidence anywhere in the movies of li
[quote who="KarlBar99" reply="18" id="3569536"] 1e20 for an ISD's shields is completely bogus if where using EU evidence. We've seen proton torpedoes go off in atmosphere and it's arguable if they reach even 10KJ equivalency. We know from the same EU that to knock out all 6 shield facings takes roughly 120 torpedoes. That's only 5.4E15. Even if you fudge the proton torpedoes up some anything north of 16 zeroes is unreasonable. And we've seen ISDII's pound each oth
[quote who="Goatmeal" reply="14" id="3569288"] Can anyone provide a little more detail on how we can calculate the morale boost/penalty or is this something that isn't visible. Before we could at least use the resistance tooltip to get the %bonus. [/quote] The morale bonus (or penalty) to production is defined by a curve, which itself is defined by a set of points in GalCiv3GlobalDefs. The points are in the section headed by ApprovalToProductionCurve, and are as follows
[quote who="Waervyn" reply="11" id="3569255"] Thanks! That's good to know. So it seems they haven't updated the ingame tooltips, but they did change the underlying mechanisms. Sloppy, but good to know! [/quote] None of the in-game tool tips that I'm aware of in v1.03 cover production, and the modifiers to influence, population growth, and resistance have not, to my knowledge, changed since v1.0 or some earlier version. The production modifier, hidden from view in
[quote who="Waervyn" reply="5" id="3569240"] New game as Iridium: Population = 10 Civ capital + colony capital = +10 Approval is 46% which equates to -1%. [/quote] Unless they've changed the approval modifiers again in v1.1 and you're using it (I haven't opted in so I cannot check; if you have v1.1 you can check by opening GalCiv3GlobalDefs and searching for ApprovalToProductionCurve), the approval modifier to production for 46% a
Personally, I regard the Hive's power as being part of a poorly implemented attempt to match the background information that says that the Thalan have supposedly difficult to set up but very powerful infrastructure. Unfortunately, instead of being difficult to set up (which might perhaps be reasonably balanced, providing a weak early game and a relatively strong late game), Thalan infrastructure is really only about as difficult to set up as the baseline infrastructure in, for example, th
[quote who="admiralWillyWilber" reply="2" id="3569227"] no adjancency bonuses [/quote] Very few things provide a production bonus ("total manufacturing" in v1.03, which is probably the game version being played by the original poster, or at least remembered as it's the most recent officially released patch and has been out for a while now, long enough to get sort of used to production being 'total manufacturing') as their level effect. The only thing I can think
[quote]Like how do I find the file with the repairdrone description... there must be a link to another file. [/quote] Text is found in \data\English\Text rather than \data\Game. You'll want ShipComponentText.XML. What other help do you want? I haven't tried making a ship component modify strategic repair, but everything you've done looks to me like it ought to work.
@LuckyJack: I tend to agree with Deathwynd. It may not be intentional for planets to be able to be targeted by a wormhole effect, but I rather doubt that it's a bug or exploit that the developers will or should bother fixing. Teleporting planets to random points in the galaxy may be entertaining, but it isn't terribly useful. It's also something which requires the completion of a construction project to perform, which means that the world isn't doing more useful things
[quote who="marigoldran" reply="11" id="3569123"] So... based on your expert opinion (and yes, you are an expert) it would be close to an even fight, but with the advantage given to the Star Destroyers? [/quote] Your saying so does not make my opinion expert, and I would only call it close to an even fight at the very low end of the power range estimated for a Star Destroyer. If we're talking about a campaign rather than a duel, then Reapers are no match because their F
[quote who="Vidszhite" reply="7" id="3569042"] EDIT: http://www.stardestroyer.net/tlc/Power/ So, based on this, a single turbolaser bolt would have roughly half the power of a hiroshima bomb (~30 TJ). We need 640 TJ to break the Reaper's Kinetic Barriers. Multiply 30TJ by how many turbolaser batteries a Star Destroyer has, and the Star Destroyer still comes out ahead, but on a much smaller scale. The Star Destroyer would need to lay down constant fire from 22 of its batter
[quote]I was under the impression we could not use copyrighted material, but I noticed alot of the steam workshop races are copyrighted materiel i.e. Warhammer and Star Trek. Can we grab whatever photos on the net we want and use them on custom races we upload to the workshop? If not, are there any good places to get free to use images? [/quote] It is not technically legal to use copyright-protected material without first obtaining permission unless the manner in which you
In order for a project to take effect, you must have a positive manufacturing output, you must have some fraction of that directed towards social manufacturing, and you must not have anything else in the planet's build queue. I.e. in the 'Govern Planet' screen, you must set the manufacturing fraction to some number greater than 0% and you must set the military production slider to something less than 100% military. You must also have researched the proper technology to ena
[quote who="wpkelley41" reply="15" id="3568606"] Joe, I'm having a little trouble following your response. I am not sure if your lecturing, chastising or agreeing with me. I don't mean that in an a-hole type way. Are you telling me to make different choices, make the game more difficult...or stating you understand why I don't? Please clarify. [/quote] I understand why you take Supportive Population; it's almost certainly the best option in that set of specia