Sansloi37

Sansloi37

Joined Member # 4065302
8 Posts 57 Replies 608 Reputation

[quote who="wpkelley41" reply="9" id="3570561"] Sansloi, thank you...but the first link doesn't seem to work. I'd really like to try that one and keep my military and mining separate, lol. [/quote] Sigh... Try it now. It should work this time. Sorry about that.

16 Replies 55,670 Views

Hi all, sorry for the issue with filedropper. Here are the new dropbox links: Enhanced Military SB: https://www.dropbox.com/s/gld4fk5ebpodb67/Military%20SB%20Upgrade.zip?dl=0 With the "All Starbases Can Mine" mod: https://www.dropbox.com/s/rlzr7xz86nfe7jp/Milit

16 Replies 55,670 Views

[quote who="djbnw" reply="11" id="3569625"] Hey thanks for the reupload man!! Although , it would be nice to set the base strategic repair as 1 BUT repair at different rates , but obviously if we have that percentage repair , we wouldn't need this. I was even thinking to set it so that large and huge hulls have 0 base strategic repair and have to go to shipyards or starbases to get repaired Also do planets have a repair rate too? Cant find a planet xm

14 Replies 56,390 Views

Okay, here's a new link: https://www.dropbox.com/s/yyjp2h0pwm2xhl8/Ship%20Repair%20Mod.zip?dl=0 For those who would like to mod it themselves, it requires editing 3 files. ShipHullStatDefs.xml Add the following to each hull type you'd like to modify: StrategicRepa

14 Replies 56,390 Views

Actually, as far as I can tell, Fortitude is just like Threat and Value - they are only used to help determine ship role and targeting priority, with no actual battle effects. To add a defensive bonus, what I have done is just use the same code from the Jamming devices: Jamming <TargetType&g

9 Replies 10,580 Views

[quote who="joeball123" reply="12" id="3561973"] [/quote] I'm sure that you are quite correct joeball123; I was basing that on what I read on the forums prior to release, since I was not in the Beta. Thanks for the correction!

18 Replies 44,756 Views

[quote who="Goatmeal" reply="11" id="3561870"] Not trying to be combative, I appreciate the point of view. But all those points you mentioned don't hold much water in practice. While it may give you an option to boost the non primary portion of a specialized (or generalized) planets production the actual tangible effect has to be weighed. How much power will you really get from that feature? The game incentivizes you to specialize. As discussed, for a sp

18 Replies 44,756 Views

[quote who="Uncle_Joe" reply="7" id="3561733"] ... - what precisely is this mechanic supposed to accomplish? So I guess I'm just not seeing the reason for the mechanic to exist. Perhaps it's simply a relic of a previous version of how the econ worked (ie, similar to 'Trade Goods' in MOO2). But now it just seems odd to have a 'bonus' (however minor) that just requires micro to accomplish with no other cost or thought involved. Again, that's

18 Replies 44,756 Views

[quote who="TurielD" reply="26" id="3561684"] By any measure, assault fighters are vastly more powerful for their manufacturing, support, and mass costs than anything else in the game, because they take advantage of any other improvements you have. Do you want four DoomRays for 800 manufacturing cost, or two fighters which both field two DoomRays and have a bunch of hitpoints and defenses besides for 68 manufacturing cost? [/quote] Yep, back when I fir

30 Replies 39,973 Views

[quote quoting="post"] 7) Planetary resource bonuses nerfed, but made to stack. On an insane map, you often have 10 or more of every resource, so they become useless for trade and do nothing much - you're actually deleting them from every new colony by about turn 50. By making them stack, the number becomes important, and trading them remains useful (I've removed the one-per-player of these resources, but reduced their effect by 80%). [/quote] Just a quick note: Plan

735 Replies 1,236,745 Views

[quote who="marigoldran" reply="3" id="3561626"] Quoting Azunai_, reply 2 doesn't work so easily. shipyards have about 8/8/8 attack, 10/10/10 defense and 150 HP. you need more than just a small fighter to destroy a shipyard, Ohhhhhh. Huh. I actually haven't fought a real war yet in sev

52 Replies 200,836 Views

[quote who="Blaze of Glory" reply="56" id="3561649"] That would make smaller glass cannons more valuable. Why waste multiple shots from a capital when several smaller ones would do the trick? [/quote] Indeed it can often be better to spread-out the firepower amongst several smaller ships instead of a few big ones. One of the reason carriers are so strong - instead of concentrating all your firepower on one or two targets per round (as with a battleship), the fighters can kno

57 Replies 249,266 Views

You get a 10% boost for any of the Projects for every 10 points of manufacturing, or fraction thereof. So 0.1 to 10.0 manufacturing allocated to projects gives +10%, 10.1 to 20 give 20%, etc. Basically just have 1% of manufacturing to get the minimum, as you already figured out. But it can go much, much higher than that. :) Hope that helps. Edit: Note that on a highly specialized research or economic planet, the 10% (or whatever) bonus may actually be worse than no bon

18 Replies 44,756 Views

[quote who="Larsenex" reply="22" id="3561346"] Clearly they are part of the game. Why put nerfs in a 'single player' game. Its NOT an exploit if the AI is doing. Furthermore the CEO of Stardock uses them in his game. The counter to a Carrier is an Alpha strike ship behind a tanking ship. Or a Carrier with many weapons on it as well. [/quote] To me, it is not a matter of "nerfing" them because they are an exploit. Rather I would prefer that they be rebalan

30 Replies 39,973 Views

[quote who="Icemaniaa" reply="19" id="3561107"] Quoting Sansloi37, reply 16 http://www.filedropper.com/carriermod Any chance of a link that doesn't require a sign-in for the downloader? e.g. drop box. What was the second file modified? Once changed, does it work for a game

30 Replies 39,973 Views

[quote who="erischild" reply="14" id="3560853"] I think the main goal is not to make the AI clever, but convincing as a fun opponent, or crowd of opponents in this case. [/quote] This, a thousand times this. :) To me, a fun, immersive AI is better than a blood-thirsty, perfectly optimal AI. I play a lot of strategy games, mostly 4X, some not (MOO2, GalCiv II/III, Civ 2/3/4/5, AoW 2/3, Hearts of Iron III, et al.). On every forum I've visited, for every game I hav

66 Replies 212,897 Views

[quote who="Maiden666" reply="33" id="3560808"] Was more or less the same also in GC2. I suspect this is being done intentionally to introduce chaotic fluctuations to the military might. [/quote] I just looked at the GalCiv II .xml and Kanvium is perfectly in line with the rest, no weird jump in effectiveness. In GalCiv III I honestly just assumed it is a one-digit typo. <table style="table-layout: fixed; font-size: 13px; font-family: arial,sans,sans-serif

57 Replies 249,266 Views

Did that race have the ideology trait that states "Any race that invades our homeworld is instantly declared war on by all other races not allied with them" by any chance?

4 Replies 3,224 Views

I agree. I also noted the same issue with the life support upgrades: https://forums.galciv3.com/466770/page/1/ Which makes auto designed ships even worse, since their manufacturing costs spiral out of control without any particular benefit.

31 Replies 169,128 Views

[quote who="T33J" reply="2" id="3560042"] I get that Durantium only appears in asteroids and that Elerium only occurs in gas clouds. That said, the odds of Durantium appearing in a given asteroid belt seem higher than of Elerium appearing in a given gas cloud. I've been looking for the the file where those odds are set. Couldn't find it so far [/quote] The file you need in order to change resource probability is MapSetupDefs.xml. :)

4 Replies 5,806 Views

[quote who="Larsenex" reply="5" id="3559745"] Thrusters add to the chance to miss of the opponent. I always equip thrusters if only to give a chance of the enemy to miss. On my super capital extra long range missile ships, I only put in a single small thruster. This means it will take forever to get to the 'battle' while still giving a small chance for the enemy to miss. This keeps my missile boat at stand off range as long as possible..... [/quote] Out of curiosity,

15 Replies 38,392 Views

After noticing my constructor build-time went from 1 turn to 6 turns relatively quickly I could not figure out why. (I've long since trimmed the constructor blueprint so they will have no more than 2 engines, 2 life-support, and the rest construction modules) Finally realized that each Stasis Field Generator module costs 235 construction! That seems a bit... excessive. :) Looking through the ship components, I see that while the size and range for life-support both climb s

1 Replies 8,467 Views

Unlike the Field Generator and Missile Disruptor modules (which add a flat amount of shield strength/point defense to ships in the fleet), what the Integrity Field module does is add +10% to the armor rating of ships in the fleet. If they do not have any base armor rating to increase, they receive no benefit. Once again, better in-game explanations would help clear up these types of issues. Hope that answers your question.

2 Replies 8,055 Views