As of patch 1.6, life support modules still use generic manufacturing cost so the specializations are still broken.
exelsis
Not a bug. Key line in the code: 0.75 for almost every ship graveyard.
In starbasemoduledefs.xml look for this block for each base starbase type CultureRingModule EconomicRingModule MiningRingModule and delete the
That was my initial feeling on research as well. Even after modding very slow to a 90% reduction, techs just roll in lategame. But increasing the tech cost functions DOES have a huge impact at every stage of the game. If you want to change them, it's a very simple line change in 2 places in one file. galciv3globaldefs.xml, lines 868 and 870. Increasing them raises the slope of the cost function, so the more tech you accumulate the more effective the slowdown becomes.
Military subsidies puts your social to military, so obviously you are looking at it very wrong.
It cannot be done to create anything approaching playable. Without planets, there is no way to have an economy of any kind, or scale anything.
Find shipcomponentdefs.xml in the data/game/ folder. Find each carrier component, and change the mass to 1000 or so, making it impossible to use. That's the simplest solution for you.
I am 80% sure that the field you edited did not correspond to the value that you set for map generation. I can confirm that modding these values does work.
[quote who="bdtgazo" reply="12" id="3617455"] My limit of before its tedious is controlling about 5 fully loaded fleets. What the hey? I sometimes have 5 just guarding 1 source of antimatter. And I go through the trouble of naming the capital ship in each fleet, and naming each fleet after an officer, and renaming the fleet (meaning reapplying the old na
1. Don't click techs while dragging. 2. Ideology requires you to click the "unlock" button. They do work exactly the same in every respect except the unlock button.
There are multiple ways of increasing beam and kinetic range. Beams can outrange missiles with enough, kinetics cannot. That's why you get shot. Battle positions are fixed, it cannot place anything in default beam/kinetic range.
Evasion is listed in the battle viewer - but yes, it needs to be listed in the designer as well.
GalCiv3GlobalDef.xml, line 781,
Bugs: 1. Not a bug. Design the ships yourself if you don't want the default generated ones. 2. Gaining treasury at negative income is a bug. I don't think that's happening. 30K is not rich at all. 3. Because it doesn't want you corrupting your saves. Intended. 4. That's how wormholes work. 5. Black holes working as intended. No idea why you think they're magic vacuums. 6. This is an actual bug. 7. You aren't l
1. Colonies are only listed (like techs) if there are any to trade. the AI is not permitted to trade its final colony, so most minors, having only one colony, will never show colonies available for trade. 2. AI are supposed to deny trades of certain types at certain negative diplomatic relationships. The yor might not have anything listed for trade because they hate your guts and don't want to give you anything but explosions. Looks like the case. 3. I have no idea why you
Creating a custom system requires modding, but is certainly doable. You can make basically anything you want. Creating a custom shipstyle again requires modding. There's a sticky in this subforum with a tutorial. adding -Cheat to your launch .exe enables cheats, and opening the console with tilde (~), enter "unlock" to unlock every tech and ideology.
Semi-random tech TREES are good, random tech unlocks are not. The RNG should not be such an important determinator of success. Unfortunately, neither of them could work the way GalCiv ended up. If ship components were a LOT more versitile(speed, range, effects per weapon, and damage split from being turn-based to time) it could work with the military tree. Not viable at all right now. With the other trees, the issue is that they are deep rather than wide. How can you dynamically assign prereq
They don't care how far away you are right now. A warlike race sees you as a weak opponent and decides to steal your stuff. That very common scenario takes nothing else into account.
[quote who="meapineapple" reply="4" id="3616061"] It sounds like you may be checking "save as template" when you save your ships, which causes your design to be saved as a template but not as an actual ship. [/quote] This is what is happening. Templates aren't buildable, they are templates .
Do you have a positive treasury? When in the red, everything stops working. If this isn't what is happening, provide screenshots and details. You haven't provided sufficient information.
You're forgetting that AI have no maint costs on stationed ships at every difficulty.
They've got a transport or colony ship, so the faction isn't dead yet.
Why are you referring directly to drives? Are you attempting to have two installations at once? Because that seems like it would cause this sort of trouble.
*and follow Neutral ideology
I agree with the issues of "benevolent" races using things like biological warfare to kill tens of billions. Those sorts of things should incur a permanent diplomacy reduction. And can info warfare please be changed to take into account approval? A 100% morale world shouldn't take a dent from IW, but one at 20% should collapse like a house of cards against IW. Another stupid thing: newly conquered worlds tend to have their approval INCREASE. 60% of the people in you