iv been playing a couple days since I removed modded ship models (star trek ships from airmaster - steam workshop) and I haven't had any problems since. In the earlier testing I can say they work without IABM installed its most likely some kind of incompatibility between airmaster's ship models and IABM. Im more than happy to dump them in favor IABM however so its not much an issue, just following up incase something similar shows up later.
tralken
[quote who="naselus" reply="607" id="3599301"] Quoting tralken, reply 603 ok! newest version 1.4.2 extended the ship design problems for me lol. not only can I still not modify cargo hulls, but also medium and large (huge untested since I didn't
"Have you considered also applying to engine the same mechanism you have on sensors. I find the -5%/sensor idea a really neat mechanism, introducing the law of diminishing return this way is quite clever. And perhaps it should also be considered for propulsion... " iv actually brought up that same point back in beta and realized it couldn't really work out. how many engines can you fit on a tiny hull? early game 1 maybe 2 to retain effectiveness late game 3 to 4. how many can
ok! newest version 1.4.2 extended the ship design problems for me lol. not only can I still not modify cargo hulls, but also medium and large (huge untested since I didn't have the tech yet). I can probably manage till around turn 400ish on small/tiny hulls so ill keep playin and If I find anything else ill let ya knows!
hmm your right, just went and tested that and only the cargo hull crashes. weird
[quote who="a0152570" reply="588" id="3598347"] Quoting tralken, reply 587 ok another bug iv found on the newest version is that when I try to save a ship design the game crashes. iv been trouble shooting for a couple hours but im no good with code so here is what I know: No idea if this is the p
ok another bug iv found on the newest version is that when I try to save a ship design the game crashes. iv been trouble shooting for a couple hours but im no good with code so here is what I know: it is related to the mod, as when I remove the mod from the mods folder the bug goes away. it happens when modifying a ship design and clicking "save". it can be a pre existing ship model with nothing changed or an entirely new one. it occurs on saved games and new ones (tho
I posted this on nexus site first but things seem much more active over here so I, reposting ;p So I was testing out the mod for about a week and its glorious! iv always played only insane maps and this mod fixes 90% of the unbalanced things I had an issue with(and it may fix the last thing, missle cdr hitting 95% making it broken, but I haven't bothered to test it yet). and today there was a patch for 1.4, so I went back to vanilla... urg agony. so I show
working again xD thanks for the quick update!
C:\Users\sithrein\Documents\My Games\GalCiv3\Mods\BalanceMod\Game\MapSizeDefs.xml(42,12): error: element 'RiftAppearanceChance' is not allowed for content model '(InternalName,HexSectorRadius,HexSectorSize,Base,MaxHabitablePlanets,RiftAppearanceChance,StarboxDef,MinCameraZoom,MaxCameraZoom,MinMapBoundOffsetX?,MaxMapBoundOffsetX?,MinMapBoundOffsetY?,MaxMapBoundOffsetY?,MapGenSectorSize,NumAscensionPointsForVictory,GlobalCombatMods*,MiniMapIconScaleZoomedIn,MiniMapIconScaleZoo
So iv done a play through to turn 120 (where I previously broke FOW with 931 sensor range) and my highest sensor range is 40. I only have maybe 5-10% of the map explored so this mod you made really pushed those sensors to where they need to be, excellent work! xD Since you called this a balance mod and not something specific I assume youll be poking at other things to? like the 95% cdr missles and mega fighters? *looks hopeful*
no? I was gonna giggle at looking through like 40 graphs and lines and lines of math... would have been a fun time ;p
[quote who="DarkNeuron" reply="123" id="3553945"] Quoting JorgenCAB, reply 121 I have done the following modification which is satisfactory to me... All sensor and engine modules give a -10% penalty except survey modules and fleet wide engine boost modules give a -5% penalty. All in addition to
[quote who="JorgenCAB" reply="121" id="3553888"] I have done the following modification which is satisfactory to me... All sensor and engine modules give a -10% penalty except survey modules and fleet wide engine boost modules give a -5% penalty. All in addition to their flat bonus as normal. Ship hulls give.. Transport: Range +20%, Speed -10%, Sensors -10% Tiny:
you mentioned in there you'd like to make the sensor boosts map dependent but don't think that's possible (currently) a possible way to do it is just create a new "mod" for each map size. balanced for each, then if you find a way to combine later all the data is already there. since relatively few changes are being made it shouldn't be to labor intensive...maybe, I should look into how to mod before I make claims like that lol.
I can build a sensor boat that reveals 75% or more of the map on turn 2 for size medium or lower map. (see videos posted earlier in forum) I can build a sensor boat that reveals 100% of the map on turn 130 on insane map(largest size). http://puu.sh/hTkRo/90afaf9ef4.jpg which means on any map size the eXplore portion of the 4x game has the potential to be invalidated between turn 2 and turn 130 i
iv noticed the AI expands VERY fast at first, then slows to crawl as they expand so fast all their planets get 0 morale. if you watch your ally youll probably see them buying almost everything the first 10 turns. colo's / shipyards / scout ships / ect... so they expand super fast, then it tapers off to them actually building things. I'm generally behind first 20-30 turns, bout even till 70 then 100+ I skyrocket ahead of the AI. but I also micro manage all my pla
I brought this up myself a few weeks ago (with other things) but im going to talk about it again here because so far in my experience, people just don't play ridiculously long games like I do. to the point of max tech and every planet claimed on an immense map. scary things happen with max tech, but first lets start at the beginning. Firstly Ive noticed in several games of which I purposely set up teams (3v3v3) that the AI doesn't use fog of war at all. constructors go of
Generally... best output is 99% research and 1% production. The minimum output multiplier is 10% so that tends to work best.
Uhh well... at max tech i had one of each fleet buff module. Move speed to 100+ range 300+ (on largest map), then fill with advanced fighter bays. I had 7 bays in mine, (35 per ship). I have another thread on the missles: https://forums.galciv3.com/465393/page/1/#3550057 wasnt all i started the thread for but it was definitely the highlight.
I actually only looked into fighters because I guessed they would be the only counter for the over powered missles (and not the reason you might guess). each ship can only target 1 ship per refire, I noticed this when using my missle boat against enemy carriers. however if you have multipule ships they will each target a different ship to spread the damage, making fighters supieror to the 95% cdr missles. on another note... I did end up splitting my 50 logistic carrier
soo... might be on purpose might not, but either way showed me the best battle ive seen thus far in gal civ3. http://puu.sh/hOQGb/2cfabd8663.jpg sure i was just clearing a minor race at turn 254 so the fight was entirely one sided, but thats not why im making a post about it lol http://puu.sh/hOQFp/385671982e.jpg 54 laser dmg, 270 missle damage, 3 proje
yeah lol i just designed an endgame vessel later on in the game: http://puu.sh/hOG2k/c4cb35219d.jpg lol 1000 base damage x 2.5 = 2500 damage per round at the highest range. the test ship i used brought the drengin to their knees by itself: http://puu.sh/hOG9B/de6377feb5.jpg missles definitely need fixed lol
i have noticed the missle thing, thought in my case it fired 1 when it had 8 against a tiny sized pirate hull, so i think it only needed 1 of the 8 to deal enough damage. this is just an assumption though xD though as for ship movement... yeah i agree having all ships charge to center all the time every fight makes little sense. you think they would try to hover at optimal range to reduce damage taken. and support ships would stay further back rather than jumping into t
alright, so the iconian tech tree is by far my favorite so iv played it quite a bit and noticed some random things. first is that the +20 research starbase module (orbital institute) shows up twice in the tech tree. http://puu.sh/hNZu7/10237c5ab5.jpg http://puu.sh/hNZu9/d35f3c0c76.jpg kinda odd, didnt know if that was intentional or some kind of typo. b