[quote quoting="post"] I have NOT figured out how to mark custom map tiles as terraformable of any level. Depending on the world art used despite being a class 20 planet only has 15 tiles available, and none can be terraformed at any level. I assume it has to be a custom map, and there is a line out there which can mark how many level 1/2/3 tiles it has. I can't seem to find anything that seems right in any of the other 'planet' files. [/quote] As far
Sansloi37
Here is an article I found a while back from Polygon that might help shed some light on things: http://www.polygon.com/2015/2/9/8006693/the-truth-behind-those-mysteriously-cheap-gray-market-game-codes Not making a value judgement, just offering more information for those who want it.
Hey TurielD, great post! I agree with pretty much all of your points, and have in fact modded my game to do almost everything you've suggested - increased maintenance/manufacturing costs, and assaults made into tiny missile bombers (and switched them with interceptors, so that now interceptors are the base fighter and carrier focus unlocks either "bombers" or kinetic Guardians). I also changed the high capacity carrier module into a one-per-ship module that increases the number of fighter
There is production (and research) overflow, but it can be difficult to tell from the interface. Mouse over a blank spot in your production queue (planet or shipyard) and after a moment a tool-tip will show up telling you how much production is banked. Make sure it is a blank spot, not over something queued for construction - if your queue is full, it won't show up. The # of turns shown that are remaining will not accurately take the overflow into account, but actual production time will.
I just checked this out in my current game and noted that the doubling of constructor points only applies to constructors built after I take Builder 5; previously built ones still just have their standard amount. Also, Builder 3 doesn't give the constructor a bonus point, it gives a newly built starbase one more point to start with. Hope that helps.
[quote who="a0152570" reply="164" id="3558221"] Quoting Sansloi37, reply 163 Yes and no: the -1 logistics cost only applies to ships built at shipyards sponsored by the planet with the Hyperion Logistics System; the adjacency bonus (+1 logistics per level) affects your total logistics cap, so applies throughout your fleets
Here's a recent thread on this issue: https://forums.galciv3.com/466257/page/1/#3555342 Short answer: it does nothing right now due to an error in the .xml.
What you are referring to is generally called "tech brokering", and according to one of the devs it was intended to be in the game already but got overlooked and/or had some unexpected issues. During a live stream on Twitch it was mentioned that they want to put it back in soon.
I just checked this out, both in game and looking through the game files. Both Icos and Thalis are designated as class 15 worlds in PlanetDefs.xml, while the text in StarSystemText.xml refer to both as class 16. Not sure which is the error, but I did note that the Arb system (i.e., the generic minor race system) is a class 16 world, both in description and PlanetDefs.
[quote who="AlienFromBeyond" reply="152" id="3557801"] Did the Hyperion Logistics System improvement get changed? I could have sworn that it benefited all ships built, not just ships built from the shipyard it's contributing to. [/quote] Yes and no: the -1 logistics cost only applies to ships built at shipyards sponsored by the planet with the Hyperion Logistics System; the adjacency bonus (+1 logistics per level) affects your total logistics cap, so applies throughout
Have you checked the just invaded planet to see if your fleet is now stationed there? I seem to recall that is what happened to my fleets a few times when I forgot to separate my transports prior to invasion.
@ Christian_Akacro : Here's the link to the thread for my updated mod. https://forums.galciv3.com/466468/page/1 I too would like it if the AI could utilize this; they will build military starbases near their planets, but I'm not sure how well they target enemy starbases for d
Mouse over the "thumbs up" icon below their post - this button allows you to give them some well-deserved karma.
I modded in the ability for Military starbases to increase Planetary Defense in their area of influence. It certainly doesn't fix all the issues, but it does at least give a reason to target them prior to attempting an invasion, instead of just bypassing them on the way to the planet. While military starbases can be useful in specific circumstances, that usefulness is both limited by affect and time - how often will I actually be fighting within the influence of such a starbase?</
I agree, it would help immensely!
I too have had this issue, since day 1. I can see the ships models in game and in the shipyard/designer no problem - just not at all in the custom race designer. While I've modded extensively, never in the core files, and I've tried removing all mods, renaming the "My Games" GalCiv3 folder (to force the game to generate a clean folder), verified local files, etc. all to no avail. I never bothered to post about it since no one else seemed to have the issue and I'm operatin
While waiting for this feature to make it into the game, there is one thing you can do if you don't mind a little modding. Open up ShipBlueprintDefs.xml, find ConstructorBlueprint, and you can tweak the default constructor loadouts to suit your style. I changed this: ConstructorBlueprint Cargo <Ro
Sure thing, the file you want to mod is ShipBlueprintDefs.xml, specifically DroneFighterBlueprint, GuardianFighterBlueprint, and/or AssaultFighterBlueprint blocks. Note that the Assault fighters are small hulls, and the drones/guardians are tiny hulls. Also, you can't directly set the stats, but you can change their loadouts, and loadout order. For example, say I want my drones to actually have armor and point defenses: The base block is <ShipBlueprint&g
Good points! After playing a bit I actually just decided to nerf it and came back here to update. My original thinking was that on-planet defensive improvements were still worth it, since otherwise once the starbase is taken out you're wide open for invasion. However, I hadn't really thought about stacking multiple Military starbases, and I'm concerned the AI may not prioritize the destruction of starbases prior to attempting invasion - which would make the player's planet imm
One of the common complaints that I've seen is that Military starbases are not all that useful for planetary defense; one can simply bypass the starbase and invade the planet with no real issues. This mod aims to change that by adding Planetary Defense to Military starbases, as well as increasing their Hitpoints. Edit: Updated for 1.02 and nerfed as per my post below. A basic Military Ring gives all pla
Just a simple tweak I've been using since release (compatible with 1.02), that changes ship repair rates: All ships now have a base repair of 4% of maximum base HP, so Tiny still repairs 1 HP/turn, whereas Huge repairs 20 HP/turn. (doesn't account for any additional HP increases you might get though) Changed how Starbases and Shipyards affect repair; instead of adding a flat amount, they instead multiply the ship's new base repair rate. Starbases double sh
Some more: All Fixed! Issue : (RaceTraitsDefs.xml) Agile bonus is applying as a multiple, not flat. So you start out with some % of 0, which is still 0, and with Jamming later the effects are minimal. &nbs
With the new smaller mass revisions to kinetic weapons, I think that this is just an oversight (as opposed to intentional balance choice): Issue : (ShipComponentDefs.xml) All kinetic weapons are now KineticMass 6, <span style="text-decorat
Howdy all. Now that 1.02 is out, I am in the process of going through and checking if various bugs related to xml errors have been corrected, and if not then fixing them in my personal mod. I figured I'd start this thread in an attempt to consolidate and concisely list all the simple typos and oversights I've found. Anyone who wishes to contribute would be welcome, but please try to keep balance discussions out. I'm sure the devs get inundated with that stuff, which is coo
The file is MapSizeDefs.xml; The line you would change to alter star counts is: Insane 0 380 600 For reference,