[quote who="naselus" reply="6" id="3595628"] since the XML structure allows it to be set to a step of 1 manu with no issues. [/quote] The XML actually permits the divisor to be set to any number with no more than three digits following the decimal point which is less than or equal to (2^31 - 1)/1000. There are no issues during gameplay that I am aware of from setting the divisor to 0.001 manufacturing per bonus increment (assuming you've adjusted the bonus increment to
joeball123
[quote who="naselus" reply="15" id="3595625"] I think they probably just had to unlock it on something and wanted it unlocking early, so they stuck it on a T1 tech that every race definitely has access to. [/quote] At least in 1.3.x and earlier, the XML supports projects that lack any prerequisites; the Economic Stimulus and Cultural Festival projects are implemented as such, and in older versions of the game the other projects weren't linked to techs either. Th
[quote who="trims2u" reply="3" id="3595556"] That is: 0.1-9.9: +5% 10 - 19.9: +10% 20-29.9: +15% [/quote] These points do not match the function provided. 1 + FLOOR((SP - 10) / 10) = 1 when 0 x, 10x You can see this with a quick test with SP on (10, 20); for example, with SP = 15: 15 - 10
[quote]2. How are people here already reporting extended experiences with 1.4? I can't find it, and I see comments saying it's still at least two weeks away. [/quote] From the 1.4 patch notes, which may be found in the GalCivIII Support subforum: [quote]To enable the patch, do the following: Select Galactic Civilizations III in your Steam Library list Right-click and select Properties Select the BETAS tab
[quote who="Turkwise" reply="8" id="3595547"] It's kind of like complaining that "I don't have tourism unlocked from the beginning!" "I can't build defenses on my planet from turn 1!" The only difference being that you've been used to having the option to have 100% military manufacturing from the beginning, now they've moved that option to a little bit later in the game. It's just something you'll have to get used to. [/quote] The option to set 10
[quote who="erischild" reply="5" id="3595527"] You claim to have finished building out planet 1, but you have not. Otherwise, you would not be getting a prompt to build something on planet 1. [/quote] The idle colony prompt has everything to do with whether or not there is social production allocated while there are no projects in the build queue and nothing at all to do with whether or not I've finished building out the planet. Also, allocating available manufac
[quote]Social production: ... [/quote] That's interesting. In v1.3.x and earlier, projects round up, and I don't see any changes to the projects aside from increasing the bonus from 5% per 10 manufacturing to 10% per 10 manufacturing listed in the changelog. [quote]Secondly, the values seem *VERY* step-function. [/quote] The projects have always more or less been step functions; the model, at least in 1.3.x and earlier, was cei
[quote who="Maddhawk" reply="3" id="3594803"] So I copied the schema file over into my mods folder [/quote] As far as I am aware, the schema files don't work from the mods directory, nor does editing the schema files in the default directory do anything more than get you past an initial error checking stage. Just FYI.
I don't know whether or not anyone has tried it. It would appear as though the way you'd change it would be to open up GalCiv3MapDefs, find the line that reads Antimatter and change it to Antimatter , though I'm not sure how well the game handles having multiple resources with the same spawn location.
[quote who="Maddhawk" reply="5" id="3594307"] P.S. Do you know how to get the spoiler tags to work? [/quote] No. [quote who="Maddhawk" reply="5" id="3594307"] You have a point about the construction though. That one occurred to me as well and I have no answer since a shipyard is limited to one ship at a time construction. [/quote] You might be able to get around that with event modding, if you can make an event trigger on construction of certain si
[quote who="Maddhawk" reply="2" id="3594290"] On a side note, however, I did not find anything where I could specify a change to the default fleet logistics cap at game start in the RaceTraitDefs.XML file. [/quote] RaceTraitDefs contains two fleet logistics entries, one for Organized +1 and another for Organized +2; these are the empire bonuses , things which increase the base logistics value. Had I meant to indicate that the base logistics cap for fleets could be f
[quote](logistics changes) [/quote] Three things: First, Tiny ships cost 2 logistics in the base game. Second, making it possible for any ship type to be stacked infinitely is incredibly dangerous to game balance, and your proposal natively permits Tiny ships to do so, and will allow Small ships to do so with a Hyperion Logistics Center at the planet upon which they're built. You can attain roughly the same effect by increasing the logistical li
[quote who="tilyas89" reply="2" id="3594245"] If you have a highly populated planet undefended, a single troop transport could conquer it in the game, especially with a high soldiering. You're telling me that hundreds of billions couldn't fight off a single troop transport? [/quote] When that transport can be capable of carrying a number of people comparable to the planetary population, or at least within an order of magnitude of the planetary population even if the
[quote]Edit Component Properties (Like the size of how much a lazer uses up in mass) [/quote] ShipComponentDefs.XML; a few special components are in SpecialShipComponentDefs.XML. [quote]The Tonage of a ship (so i can create more space) [/quote] ShipHullStatDefs.XML for the base value of the hull class, the various *TechDefs.XML files for the bonuses available through the tech tree, RaceTraitDefs.XML for the empire bonus, IdeologicalGalacticEventDe
I don't see why you'd bother doing any of these things. If you're going to bother rendering a planet useless by making it uninhabitable, surely it'd be easier and safer to just load up a couple thousand nuclear weapons designed to cause long-term contamination of the target area and turn much of the planet's surface into a radioactive wasteland for a couple centuries (or use chemical weapons which do much the same thing) or drag a couple big rocks out of the local asteroid
[quote who="androshalforc" reply="2" id="3594193"] I thought i saw a starbase mod it essentially boiled down to a military starbase that provided a bunch of extra moves [/quote] Here 's one by Tetrasodium that sounds like what you're describing. [quote]A solution would be to make a stargate station that allows for instant (next turn) travel between 2 gates. It's supported by the lore so there sh
[quote]4 ) Indication of how much your trading partner values each resource/tech (not anything too gamey like a numerical value, just a low/medium/high/will not trade or something) [/quote] I'd really rather they just gave the numeric value for the stuff on offer. I do not care if it is "gamey;" just tell me how much adding or removing something from the table will affect the current value the computer attaches to the offer so that I don't have to waste time clickin
[quote who="Yeller123" reply="2" id="3592752"] I like the idea, another plus of it is that it would help balance out the advantage of starting in the center by blocking one direction of expansion for those races. Assuming it's big enough anyway. [/quote] The supermassive black hole available in the editor is 19 tiles in diameter (271 tiles are covered). Adding just one of these to a map removes roughly 10% of a Tiny map, 5.5% of a Small map, or 2.5% of a Medium map from
[quote who="LeoncitoGB" reply="6" id="3592748"] I suppose what I mean is - can you create a custom ship set independently of a XML created custom faction? Or is it in for a penny in for a pound - as in, do you have to create a custom ship set through the XML in tandem with an XML created custom faction? [/quote] If you successfully create a proper ship style set, it should show up in game as a selectable ship style. There should not be any issues with creating a custom facti
[quote who="LeoncitoGB" reply="4" id="3592681"] Or can I create a faction in the UI, then mod those particular aspects in the XML afterwards? [/quote] The in-game faction editor does not write any XML files that are readily visible to the user; if any are written, they are buried inside a *.faction file that no one has yet figured out how to edit, at least to the best of my knowledge. If you want to be able to edit a custom faction without resorting to the in-game faction ed
[quote who="Tetrasodium" reply="21" id="3591989"] while it's true that it would take a long time for a population to use massive food bonuses the thing that makes synthetic pop tough after 1.3 is not being able to stick a colony to 100% industry while building some [/quote] What are you talking about? The wheel is still in the current game version, and fully within the player's control. I don't know about the opt-in, but the patch notes don't mention removin
[quote who="Tetrasodium" reply="14" id="3591971"] ColonialHospital +25% growth XenoMedicalCenter +50% growth FertilityCenter +100% growth ReplicationCenter 150% growth [/quote] You can only have one of these per planet, and in my post I counted the Replication Center (+150% base, +5% per level, assumed level 10 => +200% growth). [quote who="Tetrasodium" reply="15" id="3591972"] FoodDistribution +10% growth XenoIrrigation +25% food, 10% gro
[quote who="Tetrasodium" reply="11" id="3591948"] Probably because birthing subsidies, growth enhancing improvements, growth enhancing planetary doodads & various traded growth enhancing techs stacking together give the even the thalan ridiculously better growth than you can get from assembly & yor [/quote] No, it really cannot. Birthing Subsidies is capped to +100% growth in the unmodded game as of the current version. Taking the Terran tech tree as an example, ther
Yes, trade modules on starbases only affect planets, so you don't need trade modules on starbases if none of the planets in its area of effect is hosting a trade route. The formula given in your link appears to have errors in the details. Trade route value is computed as (A + B + C)*(1 + D) A = ["income" fraction]*([host planet's production] + [destination planet's production]) <p style="padding-l
[quote who="MottiKhan" reply="8" id="3591805"] They didn't take birthing subsidies out completely? It's not even an option in my current game. I assumed it was removed for everyone. My pop is only growing at 0.3 per turn. Maybe it's just the Snathi. I've been going with the influence projects. [/quote] They didn't take Birthing Subsidies out completely, they just didn't give the Snathi the tech that unlocks it (Xeno Biology). Why, I don't know, bu