Does this mean that every time I make a trade planet, I need to knock up a shipyard next to it and make all it's freighters there? Yes. Or moive one close enough (10 tiles I think, 20 with the Ideology buff). TBH you best off with just the 1 trade planets, atleast thats what I have found due to the Trade Captial building +100% + 5% from adjasant wealth buildings + trade post again surrounded by wealth buildings, you can get near a
Horemvore
My bad [e digicons]x_x[/e] Fixed the Link/Download. Feel like such a dumb arse. Find it HERE or in the OP. Its version 0.2b (A few tweaks is all thats changed)
Id remove and mods/custom faction/designs you have and see if it is still an issue.
This is the only mod I have seen that changes Tech Values, BUT, I do not think it has been updated for 1.7. The other alternative is making a copy of GalCiv3GlobalDefs.xml from the installation directory and placing it in My Documents/GalCiv3/Example Mod/Game and editing the lines related to tech increases:- <b
Population is key. Build more farms per planet, small 2-3, medium 3-4, large 4-5. Also some one over on the steam forum menationed taking the 3 free constructors pragmatic ideology first, then upgrading them to colony ship (340 credits each to upgrade). After than the Benevolant free colony ship. That probably the best tip I have seen for early colonising. This coupled with building 2 more colony ships with the rest of your cash is 5 colony ships(when you launch these set the pop to 1 or 0.5)
I took a quick look at the xmls. Its not moddable the way they hav done the Torian:- AmphibiousAbility AmphibiousAbility_Name AmphibiousAbility_ShortName AmphibiousAbility_Desc
Shield Armor PointDefence All work fine. Actually better than BestDefence. I hear ppl say Notepad++ is a good program, an free. I use Modbuddy that came with the Civ5 SDK.
Updated to Alpha 0.2a
..Steam/steamapps/common/Galactic Civilizations III/Data/Game - GC3GlobalDefs.xml, my bad for saying Defines, but well thats what defs means, sorry :)
[e digicons]:S[/e] DOH! [e digicons]:thumbsdown:[/e]
As stated in title, there is a Beam Augment component that ignores shields by 66% yet the tooltip displays it as 0.7 I only noticed this due to making a Custom Weapon that Ignores a small portion of shields for my Borg Collective:- <img style="vertical-align: baseline;" src=
This mod trys to improve the AI in regards to Colonization through out the timeline, better ship loadouts, limit the crazy AI Surrender routine and increased awareness to danger towards its colonies and Starbases. Requires 1.82 Patch, Snathi DLC and Mercenary DLC (Can be used without if you remove the TechDefs.xml associated with the races you do not have, not that I think it makes a difference but a warning is always wise) <span style="text-decoration: underline;
What map size do you play btw?
fowtrans is another command, reveals whats under the fow(even ships movements) without actualy making you meet everybody like the fow command does.
Doesn't that density of economic starbases prevent mining ones? (I have never tried more than 1 economic per system.) Yes and no :), it all about placements. (but tbh, I play a modded game and have Mining rings avalable on any starbase) Population boosts raw production which boosts everything else.
Mining resources go to whoever get there first. Not pr
I have never placed anything on my Templates. Did you check the debug.err file? (Can open it in any txt editor)
Have you tried to allow mods in the options menu? This needs to be on.
Remove the _ from Ferrun_ShipStyleSet Actualy remove all the _ from InternalName. Just to make sure. And you have a double one here: Ferrun__StartingScout Appart form that, all the code looks fine. Pretty sure _ is not an allowed character in
I have no folders in my Dropbox just what i have placed in it.
Post your XML's
Updated to Alpha 0.2
OMG! It works, the dl=0 to dl=1 did the trick, Thanx soooooo much Old-Spider!
Updated OP to show Alpha 0.2 (Unreleased atm, testing some things) changes.