[quote who="J_L_Seagull" reply="12" id="3558440"] 1. I tried to customize a ship and got the same apperance as another ship (I wanted a fully loaded medium missile carrier). I then deleted (because I wanted a different look, not just the same as another type in my fleet) the ship (although Ive already built one) and the strangest thing was that the ship became invisible??? (just a black square in the fleet list). [/quote] This sounds like a bug. I'd suggest reporting it.
joeball123
Are you asking about the different tile types that the terraforming improvements can affect, or are you asking about something else? - The Planetary Soil Upgrade, Soil Engineering, and the Utra Terraformer can all be built upon any tile with at least 30% land area - The Terraforming Plant can be built upon any tile with at least 25% land area - Habitat Improvement can be built upon any tile with at least 20% land area - Resequencing Stations can be built upon a
[quote who="00zim00" reply="6" id="3558119"] Do you know if factors like Pop affect trade route payouts. or is it just the modifiers of the capital/trading post that matter. [/quote] One of the XML files is called TradeRouteDef. If I'm reading that file correctly, a standard or slave trade route should have a base value of 0.05 * [planet "incomes"] + max(1, min(250, 0.025 * [trade route length])) + max(1, min(250, 0.1 * [trade route a
Trade resources are defined in ImprovementDefs.XML; search that file for TradeResource . UltraSpice, EpimetheusPollen, HeliosOre, ThuliumCatalyst, TechapodHive, ArtocarpusViriles, MonsatiumDeposit, CrystallizedElerium, XanthiumDeposit, AurorusArboretum, PromethiusStone, HyperSilicates, PrecursorNanites, HarmonyCrystals, and SnugglerColony are the internal names of the trade resources.
[quote who="Ex Mudder" reply="4" id="3557782"] Don't like it, preferred when it was a bonus to production and could be tweaked based on the sliders. This mandates that every planet be building somethign every turn, so you can't go 100% research or Econ and leave the queue empty / no starbase. [/quote] Despite the name of the bonus, the Durantium Refinery's bonus is still towards base production. They've just renamed it to something even more likely to cause c
[quote who="easymodex" reply="10" id="3557289"] The colony-unique buildings don't need to be "better" than the regular building if you're only making 1 of that type of building. [/quote] In order for a colony-unique building to be worth building over a non-unique building, it needs to offer some advantage over the non-unique building. Therefore, if its bonuses are purely of the same type as the non-unique building, it must offer a larger overall bonus (at le
[quote who="RavenX" reply="22" id="3557480"] Not sure if it's mentioned already but there's no way to sort planets either. Not by size or population or anything, unless I'm missing a screen that sorts them somewhere. [/quote] Top of the main screen, click the button that says Govern, then go to the Colonies tab. There's a list there that can be sorted by name, planet class, population, influence, approval, research output, net income, and manufacturing output
[quote who="Slapstick83" reply="6" id="3557456"] Does the AI get any bonuses on difficulties above normal? [/quote] I believe so, yes. Looking in GalCiv3AIDefs, it looks like Gifted empires get +10% colony growth, +20% ship range, +33% base production, +25% research output, -20% manufacturing costs for planet improvements and ships, -20% ship maintenance costs, +100% shipyard HP, and +25% total income. It also looks like they get a 1% chance of obtaining a free war technolo
[quote who="Azunai_" reply="3" id="3557348"] other small planets can be used as "people farms" for your future wars. fill it up with farms and maybe some approval and let the popilation grow. when you get near max pop, build some troop ships on your production worlds. launch them with minimal population, fill them up with the peple you created on the people farm. [/quote] If the shipyard is close enough to the colony, you don't even need to do that. A world can sponsor a
[quote who="Witmore" reply="18" id="3557219"] Conceptually the distance the fleets traverse is massive. I would still say that unique modules, buildings, and ships can justifiably have a “range” attack. Long range missiles, plucking asteroids from a nearby belts using a magnetic rail gun, and other weapon systems makes sense. I would say the range of long distance attacks would depend on sensor range and have a great chance of failing to hit the long range attack the further
[quote who="Thecw" reply="4" id="3557069"] Your solution is incomplete. If you want to use the Borg fighters, you will also need to alter , , , tags and add those fighters also to the entry list in the FactionShipStyleSetDefs.xml for the Borg. [/quote] You'd have to do that for any new ship style. I rather doubt you'd need to do that if you're just changing TerranAssaultFighter to point to CustomAssaultFighterBlueprint rather than AssaultFighterBlueprint, however
If you want to make it so that different factions use different fighters, you might want to look at ShipClassDefs.XML. That file defines (racename)AssaultFighter, (racename)DroneInterceptor, and (racename)GuardianFighter (as well as the other core ship classes) for each of the base-game ship styles; I expect that if you pointed those entries to a different blueprint in ShipBlueprintDefs.XML, it'd change what fighters popped out of the carrier module. The entries in ShipClassDefs l
[quote who="Waervyn" reply="2" id="3556692"] Thanks, so what does Helios ore do exactly? It gives +2 to military. Does it just mean it gives +2 to all military buildings, or is there some sort of 'military' stat that does something? [/quote] Military buildings built adjacent to the tile containing Helios Ore will have an additional 2 levels. What effect this has will depend on what the building does; for example, the Hyperion Logistics System provides +1 logistics pe
[quote]The AI chairman brings a new resolution up, and then tries to vote no on it . Why are you bringing it up, if you don't want it passed!?. [/quote] Maybe they didn't like any of the resolutions that they were allowed to propose, so they picked the one they disliked least and then voted against it? I know I've done that when I've been the UP chair. [quote]A race left the UP, why? What motivated that? [/quote] They were sufficiently s
[quote who="Ryat" reply="14" id="3556655"] 1)No Edit Race Option Okay I know this is a little thing, but if i want to tweak something on a custom race I can only copy, make the changes and then delete the old one? Why is there no edit option! Why! Blame multiplayer. They had to design the system a certain way to make it possible to share custom races. They hope to have a work around soon. It was brought up in one of the many dev streams.<
[quote who="leiavoia" reply="4" id="3556457"] So if i have a resource that grants me a +5% Cupcakes empire-wide and i trade it away, am i still getting the +5% or is that removed for the duration of the trade? [/quote] The bonus from the resource itself goes away. As such, I personally don't see much point in trading the trade resources to other empires unless I just don't want the bonus.
Have you marked core ship designs as obsolete? The anomalies are set to give you ships which are of designs from the base game, and there used to be an issue where marking core designs as obsolete would screw with the things that provided free ships (e.g. if you marked the standard Constructor obsolete and then picked the Pragmatic trait that gives you three Constructors, you wouldn't get any). This was supposed to be fixed by patch 1.01, but I don't think that the patches affect game
[quote]1. Turn off mods if you use any, for the purpose of the challenge everybody needs to play the same game. [/quote] I'm reasonably certain that this is unnecessary since you're distributing a save game; if I'm not mistaken, save games are unaffected by any mods which were not active at the time that the game was created.
[quote who="UristMcKerman" reply="7" id="3556219"] Instead of approval improvements you can build just more specialized improvements or farms and get great adjacency bonuses. Growth penalty is negated with adjanced food distributors and hospitals surrounded with farms. That's my point. You should just try make high approval forge world and compare its effectiveness to low approval one. [/quote] A planet's total output across the wealth, research, and manufacturing ca
[quote]Also for things like range, cooldown etc where is that stored for weapons? I don't see it in ShipComponentDefs.xml [/quote] Range, cooldown, and accuracy are set in GalCiv3GlobalDefs.XML; search for BeamCooldown, BeamRange, BeamAccuracy, KineticCooldown, KineticRange, KineticAccuracy, MissileRange, MissileCooldown, and MissileAccuracy. The tags surrounding these indicate that they're global combat modifiers, so it might not be possible to set them on
The change log says it was, though I haven't personally tested it.
I tend to scrap recovered warships if I already have warship designs of my own that I'm satisfied with, unless I just feel a need for additional ships sitting somewhere or they're close enough to the front that I can just throw them into a fleet to fill out its numbers until reinforcements arrive.
[quote]Raw Total Production = (Approval bonus) * [ 2 * (pop^0.7z) + additive bonuses ] * [ 1 + multiplicative bonuses ] [/quote] This is not quite correct. The approval bonus and the multiplicative production bonuses stack additively with one another rather than multiplicatively. The formula should be [raw production] = (1 + [approval bonus] + [multiplicative bonus]) * ([additive bonus] + 2 * [population]^0.7) Rounding also occurs
I cannot answer for whether or not it's intended behavior, but in ImprovementDefs.XML the Galactic Showcase's bonuses are defined to be a global +25% gross income modifier, a global +25% influence modifier, a global +5% per level gross income modifier, and a local +5% influence per level modifier, so the behavior you see in the game is correct as far as the XML is concerned. Since I would tend to expect it to be more likely for the developers to forget a tag than to add it inc
Yes. See ImprovementDefs.XML; you can set prerequisite techs for specific improvements, and if you set that tech to one which appears only in one specific tech tree, the improvement is limited to the factions using that tech tree. I don't think there's a way to set an improvement as faction-only aside from tying it to their tech tree and hoping no one else uses that tree, however.