While it's been quite a long time since this thread was posted... It was found that setting moveAreaRadius and hyperspaceExitRadius to -1.0 seems to act as a sort of wildcard. [quote who="Blair Fraser" reply="447" id="3597839"] You will get an update that fixes this map issue and a couple other minor issues. I am looking into some others but no guarantees. Is there one or two in particular that you want/need ? [/quote] I request that ApplyBuffToTargetsAtAdjacentO
Lavo_2
I must admit I had a very hearty laugh when I saw this was actually made.
Both of those changes are pretty awesome. For the Hyperion Shrinker, might I recommend it being either reduced to 0.5% or 1%, or the effect being changed to being a minor logistics boost, via the logic that smaller modules are easier to haul around and lighter, thus easing the burden on logistic trains?
This might be a crazy suggestion, but perhaps let military rings be added on in addition to any other single ring? Unless the changes are substantial, and they may very well be, military starbases have always seemed like an utter waste to me.
[quote who="naselus" reply="44" id="3570170"]No. Frankly, I was going to update it this week, but decided against it due to the number of bugs and general instability in 1.1, which means there's likely to be a lot of changes before it goes live. I'll only be making the mod for full release versions of the game from now on, I think. [/quote] I've actually been playing on the 1.1 optin; the mod doesn't appear to be any less stable than vanilla.
[quote who="dansiegel30" reply="19" id="3570005"]Thank you for the correction. Nevertheless, the AI doesnt understand the vital need for such intelligence, nor take advantage of it, by any means compared to a human.[/quote] You could give the AI an infinite amount of scout ships with a huge amount of moves, 2-3 sensors, and range for the whole map, letting them effectively see everything, and they would be the same. Further, do recall that at the higher difficulties, the AI has
[quote who="dansiegel30" reply="16" id="3569999"]AI vs AI: It wont build such large boats in the first place, and would certainly confuse current AI programming, making it focus less on more close proximity threats/issues [/quote] I'm sorry, but this is wrong. The AI will build sensor boats if the designs are avaliable. They are not an exploit in AI vs Human if all of the major races have a sensor boat design.
[quote who="Seleuceia" reply="3" id="3562205"]An example is the ability to upgrade a constructor to a colony ship. [/quote] Am I the only one who uses those Pragmatic constructors as advanced scouts? Their sensor module, range, and hyperdrives makes them excellent for this task.
[quote who="naselus" reply="30" id="3569505"]I could really use some help, if anyone fancies it. I need to go through the techs and change all the ones which give -maintenance bonuses to buildings to give something else, as buildings don't have maintenance now. The AI is blissfully unaware of this, and still researches the crap techs; I'd like to switch the building maintenance to colony maintenance at a 5-1 exchange rate (5% reduced building maintenance = 1% reduced colony maintenanc
I started playing this mod recently and I must say it is amazing. Expansion actually feels like a challenge in general, and even on an Insane-Abundant map. I no longer feel like I'll just absolutely roll the AI due handily beating them in the expansion phase, as now I'm starting to feel the effects of over expansion, as I scramble to get my wealth planets up to speed.
I really like the raw production UI additions and the return of detailed approval bonuses/penalties. Disabling tech brokering is also much appreciated; it is now a standard in my games. Though for one reason or another, I cannot activate the console, no matter what key I set it to activate with.
I saw an AI with a class 25 world. Needless to say that AI is no longer around.
Personally I play with the adjacency bonuses of the resource buildings buffed back up to +3 from +2; makes them useful, and combined with 1.03's face value adjustments, not OP. With +2 only, they all are rather lacking save for the Durantium Refinery and Prometheon Pleasure Park.
[quote who="Taslios" reply="4" id="3568356"] I really hope they get moral to do something soon.... In GCII having low moral would slow down your population growth... [/quote] This is the case in GC3. Having a lower approval results in direct penalties to population growth, raw production, and influence, all the way to -25%, while having 100% approval results in a 25% bonus. In 1.1, this is properly reflected in the tooltips/UI.
The AI can have different, and more, factors to consider when calculating what to do for it's turn. This factors can range from "enemies", to ships to move, to planets to govern, to map obstacles, to many other possibilities, and this can result in more CPU power being used than in other points in the same session. In fact, the issue occurring early in the game can make sense, due to the early game colony rush, where the AI has a lot of thinking to do.
[quote who="Vidszhite" reply="22" id="3567796"]Wrong. The devs HAVE put in a Basic blueprint, but you're looking in the wrong XML for it. It's in StaticShipBlueprintDefs. Static blueprints do not change, and are used for things like the initial Survey ship you start the game with.[/quote] Awesome, thanks for the heads up!
[quote who="zyathus" reply="16" id="3567635"]i think and feel that the devs did poorly on this. ShipBlueprintDefs already has a 2nd constructor blueprint (AwardConstructor), and the nice thing to do would have been to add a 3rd one - RequestConstructorBlueprint. [/quote] To follow up; it appears the devs have in fact coded this feature in. However, they failed to make the actual blueprint, BasicConstructorBlueprint, in the ShipBlueprintDefs. I'll be fixing this with a mo
[quote who="zyathus" reply="16" id="3567635"]i think and feel that the devs did poorly on this. ShipBlueprintDefs already has a 2nd constructor blueprint (AwardConstructor), and the nice thing to do would have been to add a 3rd one - RequestConstructorBlueprint.[/quote] This is a great idea; make the RequestConstructorBlueprint have no life support (doesn't need it), 1 or even 2 constructor modules, and either have a few engines or fill up all the remaining space with engines
[quote who="Captain Patch" reply="45" id="3567180"]And as far as I am concerned, "Recommended" does mean "In order to take advantage of everything this game has to offer, these are the requirements you must fulfill."[/quote] It's been said before, and bares repeating, your CPU does not meet the recommended specs. The Q8200 is not anywhere near as powerful as an i5, even if it is listed as having the same clock speed.
[quote who="HeroicHerald" reply="12" id="3566780"]Now I suppose I could just suck it up, play with patriotic and ignore LEP all together. Might as well just use the thalan tech tree while I'm at it. [/quote] Here's a second mod that removes LEP entirely: https://forums.galciv3.com/466067
[quote who="Captain Patch" reply="36" id="3566775"]Ah, but being a PC, not everything gets swapped out at the same time.[/quote] I'm well aware of this; I'm in the same boat with my own, self built, PC. [quote]The CPU and RAM date from 2012. The motherboard and video card date from 2014.[/quote] CPU is from 2012 eh? So in that case, it was 5 years old! Which by any respectable measure is a poor choice of components. [quote]A
[quote who="Captain Patch" reply="31" id="3566693"][And then being told six months later, "Your system really is outdated and and underpowered for the current generation of games."] [/quote] In fairness, I personally would have said this had someone even entertained the notion of buying a Core 2 CPU in 2013, let alone 2014. [quote who="Captain Patch" reply="31" id="3566693"]A) nearly EVERYONE playing GC3 has enormously more up-to-date systems than I [/quote] <p
[quote quoting="post"]My observation is that its only on ships produced at the shipyard thats tied to the planet where the H.L. building is built.[/quote] This is intentional. Not all buildings, such as Hyperion Logistics, Hyperion Supply, and Hyperion Shipbuilding, are empire-wide. I've made mods that change the first two to be more like the Hyperion Shrinker however, for those who wish.
For those who want it; I've made a mini-mod that removes the LEP.
For those who want it; I've made a mini-mod that removes the LEP.