joeball123

joeball123

Joined Member # 3255849
5 Posts 648 Replies 476 Reputation

[quote]9) Does having negative strategy resources affect ships that using them? Or there are no penalties? [/quote] I am not aware of any penalties other than an inability to build more of the ships using them until you bring the balance back to a positive state. [quote]10) I find it strange, that the most research output from a planet you get NOT when you put your focus to 100% research but instead to something like 98-99% and remaining to manufacturing while

4 Replies 8,568 Views

[quote who="Bamdorf" reply="38" id="3551918"] 1. Thanks very much for helping me sort this. The "multiplicative" items being added before being multiplied, and a more careful look at the tech tree, were the keys. 2. The labeling of various items in the data displays is very confusing, both as to how a bonus applies AND to how it figures into the calculation. A study of the Defs directory isn't a lot of help. The productive bonus being listed as production+1 .... 15% in the

48 Replies 136,457 Views

[quote]if anyone knows a place that lists all buildings and their effects that would be a very handy resource [/quote] Try */Galactic Civilizations 3/Data/Game/ImprovementDefs.XML, in whatever directory Steam installs stuff on your computer. It's not in the most user-friendly format, but it has the information you're asking about.

5 Replies 18,611 Views

[quote]Do they generate influence on their own? [/quote] Yes. The Culture Ring generates 1 influence per turn, and the XML says that this modifier targets the starbase rather than the planets. The +10% influence per turn targets colonies in the area of effect of the starbase but doesn't apply to the starbase itself. At least some of the later modules for it increase the starbase's influence generation rate as well as the influence generation rate of colonies in the

4 Replies 8,568 Views

[quote who="Jeff26jeff" reply="9" id="3551850"] On a more serious note what do you think of the Drath and their apparent disappearance? [/quote] Don't really care. In the Dark Avatar expansion, their homeworld was hit with a weapon that was supposed to kill everything, and from that point on in the GCII campaigns they were nonexistent, from what I remember. Effectively wiped out as a major power by the Korath, even if not actually exterminated.

17 Replies 47,012 Views

[quote]Is there a way to directly display the different qualities of the tiles (color coded system tiles for terraforming)? So, based on the quality of the tile, a different colored hex is displayed. [/quote] Not as far as I know. There's this line PlanetSurfaceTerraformUsableBorderColor in /Galactic Civilizations III/data

4 Replies 4,863 Views

Planet features are defined in PlanetFeatureDefs.XML; try adding tags to them after the tags and before the tags, and see if you can find a value that affects everything on the planet. I don't know of anything in the base game that provides +X levels to everything on the colony, however, so there might not be a valid scope for what you're trying to do. Improvements.XML is the only place I k

3 Replies 5,440 Views

[quote who="LeeOO" reply="29" id="3551840"] This is wrong as far as I can tell though. I just started a new game. First turn, first planet, population 10. If I look at my raw manufacturing, research, and wealth, they are 6.6 each (more after bonuses are applied. If the 2*P^0.7 was correct my total production would be 8.1. Divide that by 3 each would get 2.7 points, not the 6.6 that the game shows. What am I missing? Is there a modification that you do the production after that formula is

48 Replies 136,457 Views

[quote who="Jeff26jeff" reply="7" id="3551804"] Quoting Illauna, reply 6 Ah, yeah didn't play a lot of ToA. I seem to remember them having special techs. Turn 1 was like, you get a galactic achievement, you get a galactic achievement, everyone gets a galactic achievement. Yeah, galac

17 Replies 47,012 Views

[quote]The main issue I have with carriers is how powerful the "small" fighters are; what I would like is for all carrier spawned fighters to be "tiny" instead. Does anyone know how/where to mod this? [/quote] There's a file called ShipBlueprintDefs.XML which appears to contain the templates for all base game ship designs, including the fighters. Each template has a line that says something like " Small ." I expect that to be the l

8 Replies 22,215 Views

[quote who="Bamdorf" reply="21" id="3551702"] A racial trait of +1 to production (good question as to whether this gives a +1 to Raw Production as well as +15% to manufacturing...I am thinking it does!) gives a +15% bonus to manufacturing [/quote] Unless the XML file containing the racial traits doesn't include all the modifiers, then Productive only gives the manufacturing bonus. Furthermore, checking against a homeworld with 10 population and 50% approval

48 Replies 136,457 Views

[quote who="SteveG700" reply="8" id="3551671"] When do I get a choice? When I start researching? When it's complete? [/quote] When you select the tech to research. If you're on the tech advisor screen, then you select the tech and then click on one of the options in the box that comes up to the right of your first selection to make the choice. If you're in the tech tree, click on the tech and then click one of the suboptions.

20 Replies 35,783 Views

[quote who="phatkarp" reply="15" id="3551668"] So what does it mean when a bonus tile gives, say, +2 pop for structures built on top of it? [/quote] It grants +2 levels to population buildings built on the tile. What this means varies depending on what you build on it; the farms in the Terran tech tree grant +0.5 maximum population per level, while the Colonial Hospital line grants +5% growth per level (I think it's 5% anyways; I don't remember off the top of my head

48 Replies 136,457 Views

[quote who="adamb1011" reply="9" id="3551637"] That's actually an interesting point. There must be a value at which an extra farm diminishes below the value of an extra factory when calculating the overall manu of a planet. same deal with wealth and research. anyone worked out roughly what that point is yet? [/quote] As Azunai_ says, the math isn't exactly simple for this. You generally have to sacrifice two production buildings per

48 Replies 136,457 Views

[quote who="TheBirthdayParty" reply="3" id="3551576"] Maybe since morale before a last few patches affected a lot more than influence and growth, that that idea of it being so important lingers too much in the dev's minds? [/quote] Unless a post-1.0 patch came out that I'm not aware of, approval still modifies all three output types. It just does it through base production, which means that the effect is hidden from the player if they're not paying attention, si

23 Replies 93,192 Views

[quote who="pendrokar" reply="9" id="3551411"] 3. There are two modifiers, Flat and Multiplier, both can be signed decimal numbers(+0.1,-0.1): Still not sure how exactly Multiplier works, as I have tried to have it at zero, which seems to make no changes, when I want to have the final parameter to be always zero. [/quote] In all the places I recall trying it, multiplier works as [base value] * (1 + [multiplier setting] * [whatever it scales with]). If it doesn't sca

10 Replies 19,435 Views

Thought of another: Separate colors for each category of terraformable tile. I'm a bit tired of flicking between the various terraforming improvements to see which tiles can only be terraformed by X or better terraforming options. Even if it was just marking which tiles can only be improved by "this level or better" terraforming improvements, it'd be an improvement on the current model which gives no easy to see indication of which tiles require what kinds of terraforming impr

8 Replies 9,389 Views

It's supposed to be the middle mouse button, Hold down and drag, I think. And yes, I think it'd be nice if they had included GCII's default views and rotation buttons.

1 Replies 12,857 Views

If you have a shipyard and a ship is stationed at it, then when you select the shipyard there should be an area on the right hand side of the selection details box in the lower left hand corner of the main screen which shows icons for each ship stationed at the shipyard. Click on the icon of the ship you want and you should see a dialogue menu pop up which says 'eject' and a couple other things, off to the right of the selection details panel. Click 'eject' and your ship shoul

7 Replies 28,713 Views

The current model for projects is that they increase the multiplier of the output type corresponding to the project, rather than creating raw output of the type corresponding to the project. Thus, in order to gain a benefit from running a project, you must have a nonzero slider setting towards the output type corresponding to the project. The bonus to the appropriate output multiplier granted by the project may be calculated as follows B = 0.1 * ceiling([ma

3 Replies 4,273 Views

I believe so, yes. I think they use whatever the best in category that you've developed is, barring the weapons that use resources.

4 Replies 4,299 Views