kestlstw

kestlstw

Joined Member # 4462160
24 Posts 229 Replies 687 Reputation

Not a problem. I want to redo the tech trees anyway this is just encouraging me to step up and do that. I went through the XMLs last night and from what I could tell specializations are coded to be the 3 in 1 display and only allowing one to be completed. I'm going to try separating them out and see what happens, I expect it will either break the game or the first option will be the one that unlocks the next tech and the others will split off to new short tree

55 Replies 155,415 Views

The No Specializations mod broke with 1.01, the first 2 options now show up in tree view. Loading my save game is allowing me to research specializations I had already taken again because it now places the first two options from each specialization are now added to the tree. For a new game this can still work out if you always take the third option. I'm also thinking that removing the specialization restrictions would work better but haven't started looking at that y

55 Replies 155,415 Views

Its not the same for all things, resistance takes the worst hit but I've seen, -25% seems to be the cap to influence and my production doesn't drop through the floor when I haven't built approval buildings had over 40 worlds(with the large empire penalty in place) and have about 30 pop on most of those worlds. As far as I can tell you get a bonus to 100% morale but not a penalty for low approval. I haven't looked very closely at this so if someone can show I&

20 Replies 11,291 Views

I believe I pointed this(AI using sensor ship) out in this thread before this thread. It was a few pages ago but it has been brought up. This basically comes down to play style, for the most part the people who don't like it claim sight range is overpowered and I can see where it might be annoying on a small map in multiplayer but I don't see how its overpowered or unbalanced when all players can do the same thing. I've seen justifications

233 Replies 1,012,402 Views

Figured out what I did wrong. I put the core, game, particlescriptsdef and text folders directly in the mod folder rather than mods then mod name folder with core, game, particlescriptsdef and text folders as I should have in the first place.

1 Replies 5,898 Views

Haha, so that was my problem. I put the core, game, particlescriptsdef and text folders directly in the mod folder rather than mods then mod name folder with core, game, particlescriptsdef and text folders in the mod name folder. Thanks for the help.

55 Replies 155,415 Views

I found that my modding folder is not being read, I found that if I commented out the large empire penalty in the game data files works as I intended it to be modded but the mod isn't being read.

55 Replies 155,415 Views

I'm trying to mod my game but the mods aren't working. After some testing, I found that what I want to do, removing the large empire penalty is possible and should work the way I tried to do it. I placed my modded file in ..\my games\GalCiv3\Mods\Game\ and created a test game, with no joy. I saw the readme has "My Games" while my folder was "my games" so I tried changing them to match and still no joy. After that I though my beta files might be causing issues,

1 Replies 5,898 Views

Yes I started a new game, before starting the game I really wanted to play I started a small map to test that the mods are working and have done so each time I attempted to mod I started a new small map to test. So far no luck for any mods. I did notice my "My Games" folder is "my games". I've changed it and will try again when I return home tonight. Update then.

55 Replies 155,415 Views

Mods are enabled and I'm using the tech window, not the tech tree. The remaining specializations aren't available. I'm wondering if I have something else set wrong too. I tried to mod out the large empire penalty by setting it to .0 from the default -.2 in the GalCiv2GlobalDefs and that isn't working either. I have also tried leaving the _DESPEC on all of the files and removing it, no change either way.

55 Replies 155,415 Views

Not sure about 2 and 3 but in my attempts to remove the large empire penalty I saw 5 , so by default its just based on starbases themselves but you may be able to mod in a more specific starbase spacing but I haven't seen any references to specific starbases yet so you may have your work cut out for you to do so.

10 Replies 19,451 Views

I'm trying to get the Despecify mod to work and I'm not having any effect. I've downloaded the latest version, moved the files to ../mygame/GalCiv3/mods/game/ but when I test it out my first specialization locks the others. Also I don't see a basic tech tree, I started testing on a custom race with the basic tech tree and thought that might be the issue but I tried again with the Terrans but got the same issue. Any ideas?

55 Replies 155,415 Views

Paul has talked about a releasing a spreadsheet modding tool, is there a plan already in place to release it? If so when? If not can we get an estimate? Thank you

2 Replies 5,217 Views

[quote who="Maiden666" reply="162" id="3548928"] Quoting MrStarTrek, reply 144 Nothing is mandatory in this game, you get to choose the how you want to play without any limit to the way you play expect in MP where you have to follow the rules everyone agrees on before you start. Those of us who do not want limits have said

233 Replies 1,012,402 Views

[quote who="Maiden666" reply="143" id="3548704"] Quoting MrStarTrek, reply 141 Strike up one for freedom to have choice in the game!!!! WOOT! The current situation makes sensormodules on spacestations a NOCHOICE and cargosensorships MANDATORY in competetive play. I see absolutely no meaningful

233 Replies 1,012,402 Views

[quote who="JorgenCAB" reply="103" id="3548189"] It is a similar problem... thus "hypothetical" Oh... and please give a serious answer to one of two options. 1. Why should there not be a good game balance between ship and station sensors? 2. How do you balance ship and station sensors? With that I rest my case and turn the judgement over to Stardock develo

233 Replies 1,012,402 Views

I don't plan on playing much mutliplayer because I like large games and I don't expect many multiplayer games on insane maps just by the nature of the game however I don't have a problem with sensor ships before the last nerf in multiplayer. As long as all players can do it I don't see a problem with it and I don't see why other people insist its so horrible. Its just revealing the fog of war that's it, nothing special. That's something you need t

233 Replies 1,012,402 Views

[quote who="JorgenCAB" reply="72" id="3547807"] You can argue the validity of the "option" to use linear stacking sensors all you want... It does not take a way the FACT they are completely UNBALANCED in regards to other means of sensors such as stations and planets. It is a "fact" that sensors stacking linear on ships IS taking away meaningful choice from other parts of the game. The developer have to either nerf sensors on ships

233 Replies 1,012,402 Views

[quote who="Maiden666" reply="59" id="3547710"] Quoting kestlstw, reply 56 Why does the exploration phase have to be slow and inefficient? Just because you like to play that way doesn't mean I do. If you get your way that just means I have to do mor modding to play the way I want to. How is it fun to restricted t

233 Replies 1,012,402 Views

[quote who="AlLanMandragoran" reply="58" id="3547696"] Why does sticking multiple sensors on one ship increase the overall range of the sensors? Adding sensors would be like sticking motion detectors on my dog. First I get to to see the area around the dog, then the house, then the neighbor's house, and as I add more sensors I can see ten houses away. Use the same analogy with radar and the point remains. All of you who have added motion detectors to your dogs know the point I a

233 Replies 1,012,402 Views

[quote who="Maiden666" reply="53" id="3547623"] Quoting Kordanor, reply 52 Which makes scouting, which should play a part in the game (after all it's 4x and not 3x and you start with something called a scout) obsolete. In addition sensor ranges of stations and similar do not make any sense as long as it is that way. So my beef

233 Replies 1,012,402 Views

I've seen the AI use sensor ships I designed too. I think the best solution to this is to make sensor ships standard or make the diminishing returns tied to map size as on insane maps I use them as scouts. Insane maps are that big and normal scout ships just don't cut it. I agree the people that are calling for this are definitely trying to force their preference on the community. On small maps I can see the argument but on large maps th

233 Replies 1,012,402 Views