joeball123

joeball123

Joined Member # 3255849
5 Posts 648 Replies 476 Reputation

[quote who="redviper37" reply="3" id="3554977"] Btw, if he changes his XML file, shouldn't all players in the game have the same XML/mod file? [/quote] Probably, but it's possible that they might have been nice and made it so that the game rules are pulled from the host rather than the local player. I'm a bit doubtful, but it's possible. I'm also not entirely certain that mods work with multiplayer, at least at present, as a lot of things are supposed to

4 Replies 13,826 Views

20 turns. This is defined in GalCiv3GlobalDefs.XML if you want to change it, but be aware that the changes will only take effect in new games; the line you'd want to look for is 20 To change the time period, change the highlighted number and save the file, either overwriting the base game file o

4 Replies 13,826 Views

My understanding of the influence mechanics is that each of your influence generators (colonies and Culture Starbases, for the most part, but also other starbases if you have a certain Benevolent ideology trait) generate some amount of influence per turn. This influence per turn is accumulated on the generator and produces an influence bubble of radius R = [total accumulated influence]^(4 / 7) based on a constant defined in GalCiv3GlobalDefs.XML. Yo

13 Replies 66,418 Views

[quote who="TheBirthdayParty" reply="1" id="3554874"] Influence starbases provide 1 influence point for themselves. The assumption is that this single 1 influence point each turn would received the bonus, but there is no where I can find to indicate whether this bonus is applied to the 1 point of influence the starbase generates. [/quote] The StarbaseModuleDefs.XML file indicates that the percentage bonuses from most Culture Starbase modules apply to the influence point gene

2 Replies 11,672 Views

[quote who="putty101" reply="2" id="3554834"] So...what about this...change their formula where it pulls how many RP youre making and changes it to turns, and just re-write it so your RP=1 it would still say turns but it would=the cost. I'd like to clarify...I don't want to actually make just 1RP/turn I just want it to use that for display. [/quote] How complicated this would be depends on whether or not this is exposed in the XML files and whether or not you can fin

3 Replies 25,627 Views

[quote]Is this a bug or am I missing something? [/quote] I think it's a bug. All of the "Ranger" ship classes in ShipClassDefs.XML seem to point to the "Destroyer" blueprint in ShipBlueprintDefs.XML, which is built on a large hull, despite the description for the Ranger class indicating that it is a "medium size missile-warfare ship," there being Destroyer class vessels defined in ShipClassDefs.XML with a description indicating that it is a "large missile-combat platfor

2 Replies 15,105 Views

Osbot, there is a difference between being on the winning side and winning. Just ask Poland, or more specifically the Polish faction more closely associated with the pre-WWII Polish government, how being on the winning side went for it after WWII. North Vietnam won the Vietnam War. The Viet Cong were more or less a non-entity from the aftermath of the Tet Offensive to the end of the war.

18 Replies 39,326 Views

[quote who="NotAnUser" reply="9" id="3554570"] I wonder how can a pack of High Explosive Missles be lighter than a mag of Dense Core Light Cover Bullets (for bullets the important part is the speed you shoot it, not the mass as for the missle explosives). [/quote] It depends a lot on what you consider the mass requirement of the weapons to represent. Just the gun or (for self-propelled missiles) the launch unit? The guns on the Iow a - class battleships are 66

18 Replies 31,995 Views

Yes, that's only considering the base range of 5. At the maximum range of 9, you can make at least 12 starbases cover a central region, with 9 spaced evenly around the outer ring and three in the center in the pattern indicated in Arumba's diagram by the pink tiles. There might be a 'better' configuration at a 9 tile range, though I'm not aware of it.

48 Replies 136,468 Views

Asteroids are places where Durantium can spawn, they are places where you cannot build stations, and they are places which take more than the normal amount of time to traverse.

12 Replies 27,382 Views

[quote who="ShoGuL" reply="6" id="3554397"] Isn't the formula y=2.1*x^.75 ? That's what I found elsewhere, but if it was nerfed then it's obviously less effective. [/quote] No, the population contribution is 2 * (population)^0.7.

7 Replies 30,990 Views

[quote who="Achillus" reply="2" id="3554254"] Oh. How can I create one without using the ingame create option? Is there a base file I can copy from? [/quote] I'd suggest looking at FactionDefs.XML; the internal names for the traits and abilities can be found in RaceTraitDefs.XML and AbilityDefs.XML.

9 Replies 16,008 Views

[quote who="BuckGodot" reply="2" id="3554248"] But unless I am doing the math very very wrong (and I could be), it seems to me that there is no reason to ever build it. A 50%/+1 should always be superior, no? [/quote] Your math is fine. Both the Outreach Center and the Emigration Center offer the same bonus per level, so the only way that the Emigration Center can catch up with the Outreach Center is if it can produce enough bonus levels on adjacent structures to make up for

5 Replies 5,358 Views

[quote] When a planet has all tiles used and is just pumping out one of the +10% bonuses (Research Project, Cultural Festival, whatever) the amount of social production going into producing that bonus appears to modify the bonus somehow, for instance my Influence Growth per turn goes from 4.2 at 0% social to 4.4 at 50% to 4.6 at 100%. Does anyone know how this is calculating? The tooltip that suggests it's a 10% bonus seems like it isn't really true most of the time.

4 Replies 48,671 Views

[quote who="Osbot" reply="83" id="3553152"] They said that battleships were obsolete and they would never be used again either. Then they wheeled out the Missouri and Wisconsin for Iraq 1. [/quote] The battleships used in the Persian Gulf War were not used as primary fleet capital ships, they were used as shore bombardment vessels, at best a secondary capital ship role. Additionally, no one has bothered making any battleships for the past ~70 years; at least for the moment,

90 Replies 416,535 Views

[quote who="BuckGodot" reply="2" id="3553041"] Hmmm. *checks out Tiny Map* Huh. I count 31 tiles at the bottom of the map side. Interesting. Odd, even (not a pun ). *thinks* Ah. The 30 value is probably the line that makes up the sideof the hex. [/quote] Some interesting things about hex grids: The number of tiles in each ring of hexes is equal to 6*R, where R is the ring number, with ring 1 being the first ring arou

13 Replies 12,355 Views

In GalCiv3GlobalDefs.XML, look for 5 , which I expect governs the number of points you have for selecting things like Productive or Fertile, and the 2 , which should govern the number of points you have to spend on things like Zealous or Starfarers. While I have not tried modifying these values myself, I expect that if you change the values you will change the nu

5 Replies 32,254 Views

[quote who="Osbot" reply="76" id="3552930"] My understanding of a beam weapon, at a theoretical level (I could be completely talking out my ass here btw) is that they are going to be a shorter range weapon since the beam is going to lose its focus over distance. [/quote] Things which limit a weapon's maximum effective range: How far into the future I can accurately predict the target's position How fast the projectile, missile, or emission fr

90 Replies 416,535 Views

[quote]What technology i need to start trade with other nation? [/quote] Xeno Commerce or its equivalent; whichever technology in your tree unlocks the cargo module should do it. [quote]ship but only can send to my colonies or starbase. [/quote] Does your ship have: A cargo module Sufficient range to reach a foreign colony Cargo modules are required to create trade routes, and your ships have to be able to

2 Replies 11,815 Views

I'd suggest getting rid of the line and seeing what happens. You might also need to change it so that subsequent techs no longer use the specialization techs as prerequisites; I think someone created a post before indicating that the tech tree would create duplicate branches off of each specialization subtech.

2 Replies 6,090 Views

[quote who="eviator" reply="16" id="3552829"] In the old days net social manufacturing converted to raw research/wealth. That was overpowered as star base modules allowed you to get huge boosts. Better would be if net social manufacturing converted to net research/wealth at a certain rate (25-33%), which would not be subject to planetary, event, or starbase modifiers. That would make projects actually useful but not overpowered, and there would be much less need to micromanage the produc

21 Replies 95,304 Views

[quote who="JorgenCAB" reply="15" id="3552822"] In my opinion they should just decide if they want to focusing wheel for individual planets or the projects for research and wealth. My vote would be to remove the focusing wheel for individual planets and keep the project for the simply reason it is the least micromanaging heavy option overall. I also bet that most players don't even use it if there was a good way to find this out. It is mainly a tool for min/max players and I'm su

21 Replies 95,304 Views

[quote who="Arumba" reply="6" id="3552767"] Have you guys actually tested this? You're talking about it like there's no scaling factor.. but there is! .01-9.99 manufacturing will give you ONE of the listed bonus. 10.00-19.99 will give you TWO of the bonus. Just load up the game and try it. [/quote] As far as research and economic projects go, you might as well not have a scaling factor involved as, unless you're on a manufacturing-specialized world, s

21 Replies 95,304 Views