Connecticut has the best pizza in the world? Who knew? [e digicons]:D[/e] Well, can't (won't, actually) go to Connecticut, or New York, even. Want to, but won't; not even for the pizza. [e digicons]X([/e]
BIF
[quote who="Publius of NV" reply="9" id="3679804"] ...go to My Games\GC3Crusade\Factions\FlavorText and find your CivName_stringofhex_CitizenNames.xml file and use a decent editor like Notepad++ to edit it. Worked for me, I now have a lot of unique names. [/quote] So I figured this would be an easy first-attempt for me. I'd love for some spoiled real-life people to come into my civilization so that I can put them on some God forsaken ice world someplace as worker
Holy carp! You win the TL;DR award for the month and, by the way, with a post like that you don't get to call yourself a "lurker". [e digicons]:thumbsup:[/e] Welcome! Errr, I'll have to read your post when I have some time... [e digicons]O:)[/e]
It doesn't have to be perfect or fancy, just present. As the saying goes, "Perfect is good, but done is better!"
Naric just made me realize that sometimes it MAY be advisable to work one or two of my people to death. Hmmmm, I hope my scientists don't decide to unionize!
[quote who="Naric" reply="3" id="3679832"] I've complained about this before as well. I'm not sure why GalCiv can't just do what nearly every other game does when it comes to turn based movement. The distance you can cover this turn are often a light green color, and moves beyond this turn are a dark if not greyed out color. It's easy to see because of the visual change in colors. GalCiv does half of this as it shows the green line of the ships mo
[quote who="Publius of NV" reply="17" id="3679825"] Just to clarify: the reference to higher production making citizens faster to build applies to the planetary project that recruits a new citizen. You still get a new one every 10 turns, but you can also build one through the planetary project or find a new one through a ship yard project. [/quote] So it's a one-off deal. That doesn't really apply to my points, but thanks anyway.
[quote who="Moser_Alchemist" reply="15" id="3679817"] "And yes, I still think other factors should um.. "factor in" on the frequency of Great Citizen". There already is a mechanic for building citizens if you want them more frequently. The higher your production the faster they can be built. And since production is based on all the other "factors", they don't really need to be factored again IMO. [e digico
[quote who="Publius of NV" reply="9" id="3679804"] Anyway, go to My Games\GC3Crusade\Factions\FlavorText and find your CivName_stringofhex_CitizenNames.xml file and use a decent editor like Notepad++ to edit it. Worked for me, I now have a lot of unique names. [/quote] Is there a file size limit? I'm thinking of using my local white pages, heh![e digicons]XD[/e]
LOL, now that made me laugh! And yes, I still think other factors should um.. "factor in" on the frequency of Great Citizens.
I think your mod is heading in the right direction. Question back to Brad's comment (and I know you might not know the answer)... " Cities provide +2 level bonuses to Research, Manufacturing, Wealth and Influence improvements!" I love it, but would like to understand: Is this an "adjacency bonus" or a bonus for coexisting anywhere on the same planet?
Okay, thanks for the insight. I agree with it in principle. Only more gameplay will reveal whether or not I agree with the specifics, but so far I'm fine with it.
Oh, whew, I was a bit worried there, but now I'm on track with you; thanks! [e digicons]:blush:[/e] 1. I would say that GC3 should get Crusade's UI changes. Moving the technology progress bar to the left side, for example. 2. What about Starbase upgrading process (use constructors vs. money and resources)? How much of the base game would require re-wiring for GC3 to be made like Crusade just for this one area? Would it throw the gamep
Excellent suggestions so far, thanks! The asteroid mine thing was a blind spot for me. Looking at that now, thanks.
Scenario: I have a small survey ship with no armaments. The Captain, Survey Sam, has just received new orders for him to begin an emergency mission to explore a new region of space with untold anomalies and other treasures just now uncovered by one of my colonizers in the East. Time is of the essence, because the Torians and Yor have been sighted not far from there. On his way West, Sam had barely escaped some pirates. He marked his Rally Point map with
The way that "remaining moves" is depicted is not very useful at all. When I go to an "idle ship", there's no visual/graphical indicator of how many tiles that ship has left. To find out, I have to either look at the ship's status (Moves: 8/9) or I have to click on it, then right-click on its destination before I can see how far the ship will be able to go with the moves remaining in this turn. That's messy and inconvenient. The way it works now, I have to count he
I think that the Citizen mechanics should be modifiable by things the player does. For example, if you increase research, you should get more Galactic Citizens that could start out as a level 2 or level 3 Researcher, but maybe a level 1 in other vocations. Likewise for other areas: More shipyards? You should be seeing more Galactic Citizens come out of high school or vocational college with Engineering strengths. More Research facilities? Scientists. More
Some of the techs have some huge turns to achieve. For example, Large Scale Construction took almost 50 turns, and some lazy minor then asked me for it because he's "in dire times". This angered me so I declared war on the beggar. Okay, not really; I just told him "no". But I digress... Has the balance been broken for research, or is this just changes I have to get used to? I'm still struggling with the best way to have a strong research for my civiliza
I agree with your proposal. Well, maybe not the part about not letting ships shoot in battle...they will shoot or not shoot based on their proximity to an eligible target and their own classification (support, etc.). I've always thought it looked odd that GalCiv has always had weapons with muzzles didn't "aim" before shooting. So you could have a dorsal-mounted beam or projectile weapon that would shoot sideways at its target. Ugh! I get it that the anima
I agree, there should be at least one more level for cities.
[quote who="GrimmAG" reply="14" id="3679593"] Quoting Kamara, reply 13 4 - I get messages saying someone wants to trade but they are busy right now. Click wait and nothing happens. Eventually just click ignore to move the game on. Got this one too. [/quote] Me too.
Okay, now after having read some comments after my post above, I find myself VERY confused by the talk of "deciding what to port back". Are we talking about going back to GC3 pre-Crusade for some future update, and eventually not improving Crusade; letting it die as a development fork? In one post Brad called Crusade the equivalent of a pseudo GC4, so I thought that this was the path forward and based on that I've been digging into EVERYTHING and learning what I can. <p
[quote who="Franco fx" reply="22" id="3678838"] Let me know when someone figures out how to get rid of the damn "walking upright" talk off [e digicons]:grin:[/e] [/quote] Declare War on the issuer, win the War, occupy the issuer's territory, then enslave the survivors and make them work in your Durantium mines on their knees? Or was it a trick question? [e digicons]*_*[/e]
I just took a turn and received a "Leader Busy" dialog, with options to decline or wait. Choosing "Wait" clears the dialog box but does not clear the Leader Busy state. So I can't move on to things like ships waiting for moves and taking the next turn. It appears that I'll have to select "Decline" just to get the game to move ahead. Full Text: "Raz-Spon Erg would like to trade with you, but is busy trading with the Onyx Hive right now. Would you like
Yay!