For everyone's sake - both the modding community and Stardock itself - shouldn't the XML files be in a public-hosted DVCS system? It would make merging changes from releases into Mods trivial, and would be an easy route for the community to submit patches to the XML itself. I'm particularly thinking about fixes for translations and documentation (e.g. tooltips and UI text) that the general community could easily submit and then would be idiot-simple for Stardock to merge back to
trims2u
This was probably an oversight: If increasing the Space Elevator level bonus from +0.3 to +0.5 was called for, then the Deep Core Mine improvement should get the same effect. Otherwise, there's very little incentive to pick the DCM anymore, as a properly placed SE with bonuses can provide almost the same level of Social Construction as a DCM in the same place, PLUS the Ship Construction bonus. E.g. currently a Level 3 SE provides 2.5 to both Ship and Social, while a Leve
(Playing Crusade with Terrans) OK, I'm to the point where I'd like to start building cities. However, approval is a HUGE problem here - there's not a lot of ways to get your approval up, and most of them are pretty terrible even if you do get them. It's QUITE hard to keep even 1 additional city's worth of people happy (i.e. 75% or better approval), even with entertainers, approval relics, and approval improvements. All of them provide far too little bump to the a
One bug I'm still seeing: duplicate events. For instance, I just got a second "Public Education" event in about 20 turns. Shouldn't there either be a marker that indicates this event has happened, and shouldn't ever occur again, or maybe a minimum time between events of the same kind?
So far, pretty much everything has turned out well. A couple of minor things/wishes for improvements (in Crusade): 1. As Rhonin said, Diplomatic Corps should be 1-per-Player. 2. The AntiMatter Power Plant should likewise be 1-per-Player, but it needs downrated a bit. Maybe +3 instead of +5 for adjacency bonuses and give a +1 to Raw Production. 3. Bring back the Thulium Data Archive, Durantium Refinery, and Promethium Reserve from the base game. Pro
I think that's a bug, if that's what's really happening. You can discover another civ by moving your ship next to it's area of influence - that is, be in a space right next to one which they have influence over. Being a couple of spaces away and merely being able to see the other civ's planet doesn't count as "contact".
Ship designs are read only when you INITIALLY start a game - it effectively rolls up the entire state of the Mod/designs/etc. at that moment, and then works from there on in it's own private working set. It can write, but not read, from the various Ship Design locations. So, any ship you design is only available for any game you START after the point where you designed the new ship. Existing saved games won't ever pick it up.
Duh, yeah Durantium Refinery, not Manufactory. That said, which tech unlocks it? I don't see it in the tech tree anywhere (Terran), and I have sufficient Durantium that I'd think it should show up in my available improvements list... Nevermind. I looked at the ImprovementsDefs.xml file. The TDA, DR, and Prometheon Reserve all are unlocked by Orbital Manufacturing. However, I don't see them available in the planetary improvements list; the
OK, got the shipyard thing. Next question/comment: I see that Antimatter Power Plant is now a Galactic Achievement. That seems.... wrong. Maybe it should be a One-per-Civ building instead, as it seems pretty universal that all civs with antimatter would have one of these. Maybe downtune it a bit, to like +4 or +3 adjacency bonuses, but it still seems silly as a single galaxy entity. Also, this is the only thing that the tech Resource Processing gives
OK, I've been on vacation away from a computer for 8 months now. Whee! Now, I'm back, and of course GC3 is completely different than when I left it in Dec 2016. I'm just restarting my learning curve of figuring out all the stuff, and that includes the completely different way the empire management has been redone. I'll use this thread for some help on different issues, if you please. :-) I'm a founder, so I'm playing Crusade, of course, with all the DLC.
[quote who="zuPloed" reply="91" id="3684011"] It's not a polish-or-sophisitication decision. You have to find the right balance. Besides, it is not like polish and sophistication are independent variables. The more sophisticated your game is, the more polishing you need to do. Lots of unpolished sophistication is not fun either. [/quote] That's all well and go
[quote who="tetleytea" reply="16" id="3683956"] Actually, it makes sense to me that influence, money, and tourism would scale linearly with population, but not production. [/quote] Economies scale far better than linearly with added population, because you get exponential possible transactions. Thus, with 2 people, there's really only 1 transaction relationship possible. With 3 people, there's 3 possible transactions (A-B, B-C, C-A). With 4, you get 6 (A-B
Two things here: 1. In reference to "polish" - one of the biggest things that would make people's (both players and dev's) lives easier is to develop a method/system where your hardcore audience (i.e. those of us who hang out on the forums rabidly) could make updates to the system quickly and easily. I work in Release Management and Systems Architecture, and what you folks need is some sort of CI toolchain for community "patches". Make it simple and easy for the community
Here's the problem: They'd have to write the App from scratch. This wouldn't be a port of any of the existing codebases. It would have to be a whole new thing. That's a LOT of work, and there's not really much of a 4X market for Mobile. Especially given that something complex like a 4X places significant hardware requirements on the phone/tablet, so it would limit the phones to which it could be sold. Let's not forget that Android is about 60% of the market, and th
Two things: (1) Even being in Australia and having to deal with the stupidly high costs for computer parts, I'd IMMEDIATELY go out and by virtually any used video card you can get your hands on. Literally anything made within the past 3 years as a dedicated card will be a big boost to your performance over an Intel 530. Go down to the local computer shop, and buy the cheapest 1GB VRAM video card you find - ask them if they've swapped out any from people up
Admittedly it's a RTS not a 4X, I still preferred the way Total Annihilation did things. for each resource, you get X per second from each mine/generator/etc. When building things, they took up Y resources/second. So, you always had to balance the two, and you had to construct holding containers to deal with any excess. RTS have never adopted that model, and use the "bank" approach where you get and spend in discrete chunks. 4X games essentially hav
Do remember that the size of the swap is determined by several factors, not all of which have to do with the amount of RAM allocated: 1. Amount of Kernel Memory in-use and reserved for the kernel. 2. Amount of memory reserved by processes, but not actually allocated for use yet 3. Amount of video RAM (including any main memory RAM allocated for graphics purposes) 4. All sorts of Deep Magic stuff related to the exact pattern of memory allocation,
[quote who="Mystikmind" reply="5" id="3650826"] Well actually the point of Alaska and Siberia is to demonstrate that some things can be sold and some things are vital to securing ones territory and should not be sold. It should be reasonably possible to get the AI to do this with a simple calculation of distance from home world. [/quote] Siberia isn't specifically vital to Russia's security, if the price had been right - selling a
[quote who="Philocthetes" reply="6" id="3650806"] Quoting trims2u, reply 5 Which means, don't go into the Tech tree and click around. As soon as you do, you can't go back to option A. Which reminds me how much I've long wanted a "confirm change of research goal" dialog/second-button some
[quote who="Mystikmind" reply="4" id="3650379"] Quoting exelsis, reply 1 If you've already got one currently going though, I believe it will finish even if you acquire a different specialization via trade halfway through. Oh i would love to confirm if this is true? i am sick of waiting for a spe
Everything should be for sale, at a rational price. Russia absolutely would have sold the USA Siberia, just not for the same price/acre as they did Alaska. Heck, Mexico sold us the Gadsdend Purchase - the small strip of southern Arizona/New Mexico. That was a part of the core Mexican territory. Yet it was happily sold to the USA, just at a price/acre that was 40 times what the USA paid for Alaska. The key here is to get the AI to recognize that most of a thin
[quote who="Iggore" reply="12" id="3650521"] Yeah I'm not in a hurry. Maybe my OP gave the wrong impression: the issue isn't the price, but rather the respect that I have for this game, its developers an d the expectations that I have. I'l wait it out I guess. Thanks for the reply. [e digicons]:)[/e] Honest question: was this game release d too early? [/quote] Absolutely not.
Anyhow, back on topic (nice digression about RP, though...) I just noticed something: The DR and TDA both act like I describe: they provide points to the Base Manufacturing/Research, which are then adjusted by any standard Manufacturing/Research bonus/penalty. However, the Promethion Reserve doesn't act like this. Rather than add to the Gross Income (which is subject to all the normal wealth modifiers), it's a Net Income modifier, like Tour
RNGJesus doesn't like you anymore. :-)
Sure, population as a whole gives you more distributed results. I presume you're talking about Lossless Farm. The comparison isn't even close. To get a Lossless Farm (at the very end of the farming tech tree), you've had to research 6 techs ahead of it. This is a turn 300+ technology. You've had to build the prior farms, which cost you 142, plus the 101 for this. If you have +100% to food, you've had to research anothe