[quote who="psychoak" reply="11" id="3639922"] There's a wiki page on ship roles. You can't just use assault, that will get you murdered. To really have a powerful fleet, you need to utilize those roles to hide high power, low defense ships behind high defense ones, optimizing your damage output without reducing your durability. [/quote] Im not sure that is a valid arguement. I use whole Fleets of Assault ships quite regular, 3 attack/3 defence builds and
Horemvore
[quote who="Old-Spider" reply="2" id="3639921"] Larsenex, I'll start up GC3 and get answers for you. Most of my mods are races, but I am using some new mods. I didn't mention it before, but after each crash I checked the debug.err file. All were slightly different, but two ended with this line: Debug Message: CBattleSystem::AddBattle ticket 10 attackerID 23561 defenderID 15750 The other one ended with this line:
I find them fine. I play with Uncommon Relics, and have managed to find 1 of each type in my current game.
ExpPoints - Grant x amount of xp. ExpBonus - Is the DLC Effect. ExpValue - Is the Value of x Target. ExpPointsCap - Not sure on this. As I was not aware there was a Cap (Got a Ship atm lvl 17)
With 1.8 you could trying looking at the way they use the leveling up, not really what you want but there is a possibility with it. (Level up uses the same stat table as components). So you could for example make a Massdriver that say adds x% per level. A Beam that add y% per level ect.
The debug.err file is located in ...Documents/My Games/GalCiv3 10 Majors? you use one of the default Civs? :) You have the Map Editor? If so, try creating a Galaxy or 2 within that please? Also you using Minor Races?
I check the forums regular, every 1-2 hrs atleast :) Hmm never tried Insane map, I know from reading here and on steam with 1.8 Insane maps are a bit iffy. If you could try the next size down and see if it still produces a crash at somepoint that would be handy. I play on a Rig that was made back in the stone age :) . Optiplex 745 that I have upgraded as far as it will go. My gaming Rig is till 400 miles away in storage. So I have only gone as far as Exsessive in size. Also if you cou
Crash? What where when? :) . What race do you play when it crashes? How far into the game? Will not work in MP in its current form. I use a mix of Replace(which is fine) and Appened (Not fine) methods. [e digicons]^_^[/e] EDIT: Not even sure a conversion to full Replace will work, I'll have a look but can not promise anything.
Default blueprints could be re done prior to an 'expandalone', I know this would not fix it completely but it would be a huge step forward :). Atleast for people that either dont use mods or like the "vanilla" experience!
The AI use "Best Defense" for equiping defenses, now that usualy means 1 type as 90% of the time they are ahead in one branch of the tech tree. BUT, it can so happen that they are equal in tech and on the odd, and its very very rare you may see an AI ship with more than one defense and even if you do you will notice that it is not equaled out very well, you would see 200 shields and 16 armor for example.
[quote who="Larsenex" reply="4" id="3639737"] So ships do not get the exp bonus unless they equip these 'parts' into their designs? I like making mid to late game Large Surveys ... Aggressor class and the Antagonist class survey vessels. All armed, armored and well its Enterprise on a seek n destroy mission.. [/quote] Thats correct no bonus if the ship has no parts :) (Its how Mercenaries get thier additional
[quote who="Larsenex" reply="14" id="3639725"] Was there any word of a fix for the Shield Punch? I like beams only because they are graphically cooler looking than missiles. [/quote] I think you can change them so they Glow, I say think because I have never checked in the battle viewer. after altering/adding new effects for Torpedo's in my Star Trek mod, something I should do t
StarDefs.xml for Stars StarSystemDefs.xml for Systems PlanetDefs.xml for Planets PlanetArtDefs.xml for Planet Art FactionDefs.xml for Races
*Chuckle* I had to do same thing got 117 turns into a game then realised this mod wasnt in my mod folder :)
[quote who="lyssailcor" reply="10" id="3639705"] Is it intentional that the bonuses from Thulium and Durantium improvements are being enhanced by factories and research labs but the Promethion Reserve bonus is a flat one, not modified by markets? [/quote] Hmm, looking at the xml, probably. They used ColonyNetIncome over ColonyGrossIncome. Unless ofc that is in error.
[quote who="mortili" reply="5" id="3639676"] Quoting Horemvore, reply 1 There has been a nerf, and it wasnt documented. I saw it all converting my Star Trek xml's to 1.8 code base. It was actually supposed to be in 1.7.1, and thats where its d
Theres a new Promethion improvement that adds +8 cr per turn. Other than that I did not see an other changes which were not listed.
TechAgeDefs.xml - Easily Tweaked.
There has been a nerf, and it wasnt documented. I saw it all converting my Star Trek xml's to 1.8 code base.
Updated. Added a 4th module, edit the other 3 a tad :)
Northwest and you can change it in GlobalDefs.
Updated to Alpha 0.3a: Fix for Federation missing Ships. Fix for Romulan missing Freighter. New Ability - Cybernetic Fixed Borg having Synthetic Trait. Fixed Borg having 3 trait points missing. Borg now hate everyone. <span style="font-family: tahoma,arial
Asteroid Mining is New Games only.
You have to finish Age of Ascendancy, that forth coloumn I think is Age of Victory.
[quote who="exelsis" reply="6" id="3639429"] To those who used the opt-in: when upgrading a ship, is its accumulated experience retained? Can you turn your survey ship into a flagship? [/quote] Sorry never got that far, the slow turns stopped me playing. Now though.....8 AI turn 21, 1-2s and they are done!