I'd like to know this too :) And adding one regarding diplo dialogue editing: can we make a difference wether the dialogue involves synthetic/aquatic/etc. civs? That occured to me just recently that when using a synthetic custom race the also synthetic Yor still replied "the generosity of organic beings...." Assuming that is not already editable (not sure)
GalCivius
[quote who="pshaw" reply="39" id="3667734"] Leaders act as "wild cards" that can be freely moved between different production areas. So you could move your leaders from planetary manufacturing to starship manufacturing for 20 turns to build a fleet, then switch them to research to get better guns. etc. The other citizens give bigger bonuses but are locked in their specialization. [/quote] I see, thanks - that sounds good to me :)
What I don't understand currently: If the wheel and sliders are gone, how do you react to short term needs? I mean right now you can just ramp up ship production for some turns or build up planets instead, go for science etc. But how would that work when you get citizens only every 10 turns? Or was it a deliberate decision to make such fast changes more difficult, since ppl might argue it's not "realistic" to change willy-nilly between high output in rat
Hm, so we have everything from way too low to too easy to grow - so I'm beginning to think it's probably hard to do any changes at all...sigh ;)
I play gigantic, loose clusters usually.
At least that's my impression - there's lots of things that add up - buildings, techs, starbases, ideology. I like that it has been toned down early on, but later IMO it's still just too easy to eat up planets bordering your empire. What do you think? One thing - do you also get to flip planets from civs you're allied with? That should not happen IMO... Also, dunno if it's very different in higher diffs (playing gifted mostly).
Hehe, love to see those specific citizens for all the Aliens. I hope we can also add modded ones to our own custom civs (even if it requires good old xml editing to implement them). That being said, somehow the term "citizens" bugs me. I mean my planets are inhabitated by lots of citizens - but these seem to be more like specifc "leader" type guys...however my 2cts. ;)
If changing ship sets works similar to the way done in GC2 Ultimate you just easily replace vanilla ship templates with those you want. So you should be able to take the templates from the mods you like (or: save ship designs from there as template yourself) and put them into your game with Crusade. I don't know wether this would need to have those mods installed and activated - we'll see.
Another prob with using the wormhole mechanics for jumpgates would be that the wormhole does disappear after one ride...not sure if you could make it permanent by modding only.
edit: ahh, nm - I misread your post. My bad.
I have a much weaker system and GC 3 runs in general quite fluid in recent versions, using mostly gigantic maps myself. Turn times late game can be annoying indeed, but mostly because I have to watch AI moves and battles (so not per se due to long processing or resource issues).
I think that was a diff. thread ;) But yeah, in my games the AI goes for resources, not at all (it seems) for anoms and *sometimes* for relics.
Personally I'd prefer more hull sizes, but rather a new one between medium and large and another one between large and huge.
I'd also like a one cluster per major civ setting. For me tight clusters generates often maps that have everything packed together in one or two clusters, but these together cover only ca. 50% of the map - the rest is empty space (maybe resources, but no stars/planets there). I moved away from tight clusters because of that.
In my games too, the AI seems to ignore most, if not all anomalies. I play gifted mostly, dunno if that's WAD or if it would change on higher...
I usually play huge/gigantic, sometimes one step bigger (what was that - immense? - it's been a while). I don't play the two or three biggest map sizes.
Wow, that's quite bad indeed. I had silly stacks *sometimes*, but never that big - but then I don't play the biggest maps....
Well, today large warships can be relatively fast too. Not as fast as speedboats surely, but carrier/cruisers/battleships are/were quite fast. Maybe agility/tactical speed should play a larger role for smaller ships though. I agree with the OP insofar that small and even medium hulls are relatively weak once you are at large or even huge. I also like to see some more variation in hull sizes, though that seems to be quite a change so dunno if that
Regarding AI fleets - one thing I notice that many of their fleets consist of the same ships. Also planets are often defended by loads of the same type. It is not always the case, but using various types together seems rather the exception than the rule. IMO that is not so interesting, would be cool if it got improved...
I had a HD only system earlier, meanwhile changed to SSD too. Additionally to what others mentioned there's another point in the game where an SSD clearly pays off: on my old HD system there was a significant delay whenever I first called the ship designer - esp. when you selected to display all ship designs and all faction style modules. With SSD that's gone, and the designer comes up instantly :)
Ooooooh, very nice :) Really looking forward to this. Finally we can get rid of all those vanilla ships (no offense, 'fcourse ;)) Does it also allow tho change mercenary ships that have some kind of special ability (like scouts immune to pirates, effects to planets etc.)?
Some ships I made: Iconian edium escort http://imgur.com/Vw5MRzu Terrran huge carrier http://imgur.com/ReJ7KFs Torian medium escort http://imgur.com/FVaSd2z Yor large escort http://im
Would it be an outrageous idea to make it much easier to swap hull sizes? Since every size can use the same modules, why not simply make it so that you can design any ship you wish, but determine the relevant hull size finally only when saving (so you could also change it when saving again). That way we would never get into trouble when we realize that design X would be much better in another hull size...Of course in an ongoing game you would still only be able to bui
Yeah, indeed adjusting the wheel for your needs is important. Very early I go mainly for social prod., but every time I discover a good planet to colonize I immediately ramp up ship production to get a colony ship asap. If needed I rush-buy, though rushing a completely new one is very expensive, so for me a last-resort thing. Partly completed ships are way cheaper. If there's no planet to colonize, I adjust the wheel back to build your worlds, but don't forget t
Like Taslios, I have never seen such a mess myself either. In my games the AI uses *normally* a quite smart mix of bigger fleets, and fast "runner" ships that create havoc by attacking soft targets using hit and run tactics. However, *sometimes* the AI seems to divert from that general line and does dumb things, like having loads of scouts lurking around in the same spot, usually around resources or having quite many single ships stacked, but not