Brad has stated that he wants to add another difficulty above normal where the AI has FOW, but will remember ships it has seen. [quote who="Frogboy" reply="4" id="3556338"] I want to have 2 more difficulty levels. One just sub-normal and 1 between normal and gifted. I don't feel like "normal" is very fair to the AI since it can't load and save games. What I'd like to have at a slightly above normal AI is where it has FOW but once it knows about your s
Rhonin_the_wizard
[quote who="Lord_Proteus" reply="3" id="3558932"] Does anyone know which file has the Ideologies? [/quote] Stats - CultureTraitDefs Text - CultureTraitText
On one hand I'm happy XCOM is getting a sequel, on the other I'm disappointed all my efforts in the first game were in vain.
New York, NY – June 1, 2015 – 2K and Firaxis Games today announced that XCOM® 2 , the sequel to the Game of the Year* award-winning strategy title XCOM®: Enemy Unknown , is currently in development for Windows-based PC. Developed by Firaxis Games, XCOM 2 transports players 20 years into the future, where humanity lost the
Saves keep a copy of the XML values so new patches don't make them unplayable.
You have the badge. Star naming was over a long time ago. Contact support and see if they can help with the star and credits name.
I'm also unhappy about the nerf to insane, even considering that my machine can't run such maps. Edit: For comparisons sake in GC2 I once managed to have 400 colonies. This was with everything set to abundant and after absorbing almost all major factions.
[quote who="econundrum1" reply="6" id="3556786"] Stargates in more are inefficient because you need to build one at both ends with ftl constructors that is not an issue. [/quote] " Research firms across the planet quickly concluded that a propulsion system could be developed using the theories from the stargate that would enable individual ships to travel on their own. Those same individual ships would also be able to travel much faster than they could thro
" While stargates offered a significant upgrade from sublight travel, the immense structures are astronomically expensive to build and require placement both at the point of origin and the destination. Expanding into new parts of the galaxy via stargate took literally ages, since a stargate had to first be sent through normal space to the target star system. " " Having studied the plans in detail, the humans saw that the stargate confirmed many of their theories on how
[quote quoting="post"] Does the bonus I get apply just by virtue of possessing it? [/quote] Yes. [quote] If i trade it away to another Civ, will the physical object still exist on my colony? Do i still get a bonus from it? [/quote] It will still be present on your colony. No. [quote] What happens if i trade it away and then bulldoze it? </
[quote who="Nastytang" reply="3" id="3556287"] How do you enter ???? [/quote] I shouldn't help you since that mean raising the odds against me, but... "all you need do is say 'I'm in!' in the comments section below to enter."
I'm not that much of an expert myself. This was posted on the forums: [quote who="Thecw" reply="2" id="3556291"] Lars, <td align="left" height
Look in the file GalCiv3AIDefs.xml, there you can see what bonuses it gets.
All planetary resources have it. Because they have the tag true . Not sure why they even have it.
I just checked, I have 4 Snuggler Farms, the influence tooltip says I have 20% bonus from Snuggler Farm. So they do stack.
[quote quoting="post"]AI trading suggestion: There are several items which the AI seems to overvalue. Trade resources seem highly valued by the AI, even if they already have the trade source that you are offering. (They get no benefit from having 2, since they never seem to trade away their second.)[/quote] As far as I know they stack. [quote]Offering credits. Annoying that the initial offer is too high, the next is too low, and you have to offer several times before you fi
I disagree on #5, tourism does give lots of money, I can stay in the black without putting anything into wealth. While trade is good for improving relations with other civilizations.
Mars no longer has a colonization event, that applies to all colonizable planets in starting systems. I do think colonizer should not grant free shipyards. And the Benevolent trait Prolific should be changed to grant say extra 50% pop of what the colony ship has when colonizing, rather than a flat +5 bp. The same goes for the racial ability. [quote who="Kyoss79" reply="1" id="3555645"] Haha.. didnt get until now that you can convert constructors to
How about giving military starbases modules that can boost the defense and resistance of a planet?
In my game the Krynn got the UP chairman position, first proposal was UP headquarters which they won. The second was to repeal the UP headquarters proposal, this doesn't make sense as the influence bonus was a boon to them and now a few of their planets will fall under my influence. <span style="text-decoration: line-throu
[quote who="Borg999" reply="5" id="3554430"] Can this be done by July given the focus on GCIII, Servo, Ashes and Offworld. Seems like there could be resource allocation issues. [/quote] GC3 and Sorcerer King are being made by Stardock. Offworld Trading Company is developed by Mohawk Games. Servo by BonusXP, while Ashes of the Singularity by Oxide Games with help from Stardock.
I finished the campaign in Dread Lords, made it to the mission where the Dread Lords return in Dark Avatar, haven't played the campaign of Twilight of the Arnor. While I think it's kind of short I prefer the campaign of III to the others, it's less frustrating and the missions feel more important.
Are there still plans for Assimilation Treaties? Will the Iconian and Thalan tech trees' flavor text get another pass? Currently they are just copies of the Terran one.
[quote who="Larsenex" reply="1" id="3553025"] Rhonin you awesome! [/quote] Not really, I only checked a few of these. And I don't think I'll look through the tutorial and campaign tech files since they are repeats of the normal ones. But I hope this method will be easier for the devs to see typos pointed out.
I've been thinking of a better way to catch typos and grammatical errors. I'll put all the text XML files in Google Docs and only people with the links can comment on them, don't edit the text directly, instead make suggestions. After making suggestions kindly make a post on which files you verified. 15.08.2015 - replaced with the newest files <a href="https://docs.google.com/document/d/1Eg2_s0q71I5cLZmL_rnkMLexoVPnmf9CdBLaMXXX_jE/edit?usp=sharing" target="_b