Vidszhite

Vidszhite

Joined Member # 3494671
30 Posts 254 Replies 1,375 Reputation

[quote who="KarlBar99" reply="8" id="3569540"] The end of tree living starships also gives +5 off the top of my head. [/quote] That's in the Iconian tech tree. It's one of the reasons the Iconians would be scarier than the Drengin if they were warmongers.

10 Replies 15,540 Views

[quote quoting="post"] Why is it that 90% of the wars I have seen happen so far involve that Altarians? This is what the GalCiv wiki has to say about them: "The Altarian Republic is a kind, albeit rather self-righteous civilization whose denizens look remarkably like humans. In fact, genetic tests have proven that they are the same species. (see also <a title="Altarian Prophecy" href="https://www.

22 Replies 115,447 Views

[quote who="marigoldran" reply="6" id="3569034"] Perhaps we can test this with a GC3 mod in the future. [e digicons] Apparently each Imperial class star destroyer is the equivalent of a Geth Dreadnaught in scale. We'll pretend the whole melting the ice moon thing didn't happen. Soldiers tell tall stories all the time. [/quote] I agree. "Scifi writers have no sense of scale" on full display right there.

40 Replies 78,171 Views

Reapers can tank the main guns of 4 Alliance Dreadnoughts before they even begin to lose their shields. An Alliance Dreadnought's main gun can fire a round with as much energy as 38 kilotons of TNT every two seconds, or about 160 TeraJoules, so you'd need a constant stream of energy well in excess of four times that to take down a Reaper. The Hiroshima bomb was roughly 15 kilotons of TNT, or 63 TeraJoules of energy. Imperial Star Destroyers are nearly 3 times the size of an Al

40 Replies 78,171 Views

[quote who="TurielD" reply="1" id="3562130"] Updated this with another fix to let the AI and auto-designs use Weapon Augmentations [/quote] Wow, great find! Hope you submitted bug reports with what's been causing this bug, because I never would have thought to look in the ComponentClassDefs.xml to fix this problem. This bug still isn't fixed in 1.1 yet, and I can see why now. All of the weapon augmentations are pointing to the wrong primary stats!

5 Replies 14,679 Views

[quote who="Frogboy" reply="5" id="3568099"] Quoting dansiegel30, reply 1 I'm sure you dont need to see a save game for this, as the AI seems to always do it. Whenever AT WAR, the AI should amass ships in a theater in max logistical fleets, using single ships as "spares" to supplement losses or damaged ships. &nb

52 Replies 229,767 Views

So I made a custom blueprint, where a ship gets Rapid Reload without me having to design it myself. I reach the ship design in game, and it gives me the ship, except without Rapid Reload. I then set the ship's Blueprint so that KineticAugment1 (Rapid Reload) is a required item. Now the ship doesn't appear in game at all. I set the base game's Frigate-L to not be AI-only so I could use it with my custom faction, and that doesn't appear in game, because KineticAu

4 Replies 43,947 Views

I thought my custom Veluszhi Tech Tree was overpowered just because it's got a tech that gives a free +3 Raw Production, easy Extreme worlds, and an early (weak) mass terraform. AHAHAHAHAHAHAHAHA. After looking at the Thalan tech tree, I'm wondering if I only thought my tree was OP because I was comparing it to the Base Tech Tree that Minors use. I might just give my custom faction back the basic terraforming techs that I took away from them. Iconian tech tree

74 Replies 232,958 Views

[quote who="leiavoia" reply="2" id="3567766"] On a similar note, i often get " you are on a war path" even though i've never started a war and have virtually (or literally) no military power. I most often see this message from malevolent races. Perhaps this is triggered by defeating pirates? Pirate-squashing should increase your cred, if anything. [/quote] "We are on a war frenzy" is not the AI knocking you for your actions, that is the AI declaring t

3 Replies 11,118 Views

One more thing I just found out. The .ship files are only needed if you want a design to show up in the designer. Usually, you do! But your 80,000 Starbases and Shipyard are not ships, and you don't want them cluttering your Cargo designs, so you should move those .ship files to a backup folder once you finish them. Don't delete them, because if you want to make changes to your designs, you have to put them back, and if you deleted them... gotta start all over! Needless to say

63 Replies 371,735 Views

[quote who="Lavo_2" reply="21" id="3567770"] Quoting zyathus, reply 16 i think and feel that the devs did poorly on this. ShipBlueprintDefs already has a 2nd constructor blueprint (AwardConstructor), and the nice thing to do would have been to add a 3rd one - RequestConstructorBlueprint. To fol

25 Replies 159,459 Views

Found something out. You definitely need to give the game Templates and not completed ships, otherwise it will give you whatever you last equipped to those ships. The game's templates also DO keep track of where you put everything in the original design, and it remembers what shapes, sizes, and rotations you had as well, and it will never deviate from these specifications. Even if it needs to put more parts than it has room for, it will just place the new parts underneath the old ones. Th

63 Replies 371,735 Views

That takes XML modding, and even I have to consult someone else for that step. Go searching the modding forums for info on making a custom faction use a custom ship style. If you ask me, Star Destroyers should also be their own ship class. Carrier but enough guns to qualify as a Capital.

3 Replies 5,895 Views

I haven't got the opt in yet because I'm making huge ships for my custom faction. Otherwise, I've made Star Destroyers, Acclamators, and TIE Fighters. Actually, the destroyers I've posted in the forums are out of date, and the new ones have a ton more attention to detail. Once I post those, I think you'll like them. Whole factions are going to take a while. I've been working on my one faction for months, and it's not even a Star Wars faction. Of course, my

3 Replies 5,895 Views

To OP: nope. Defenses are useless against weapons they don't defend against. Back in beta, Armor used to defend against all 3 to a degree, which is why some ships only have armor as their defense (The blueprints weren't updated on those ships).

2 Replies 15,543 Views

Actually, OP, the difference isn't that big. Most levels actually favor Lasers slightly over Mass Drivers, with the only really BIG exception being Graviton Drivers, which briefly become the most powerful weapons in the game. You'll notice this as the level of Mass Drivers that the Drengin rushes to every game, and now you know why. This is significant, because this is where the game caps you off until Age of Ascension. However, at the Age of Ascension, Lasers pull way ahead, with Pha

14 Replies 10,934 Views

[quote who="KD7BCH" reply="2" id="3564050"] Everything has been "refined" aka dumbed down from Gal civ 2. Enjoy that is all. [/quote] Err, no, this was just a feature that didn't make launch. It'll come back alongside Espionage.

3 Replies 17,353 Views

[quote quoting="post"] Allow the AI or the human player to destroy foreign ships in their influence territory without having to declare war. Problem solved. You want to fly through my space? Fine. But this gives me the right to shoot it down. That's how we do it on Earth. [/quote] Thats how Endless Space does it, too. It gives actual value to peace/open borders. That said, ES also has Cold War, which is th

55 Replies 361,314 Views