Cat_Fuzz

Cat_Fuzz

Joined Member # 4540433
7 Posts 41 Replies 2,028 Reputation

Been awhile since I last was on here (or played GCIII for that matter!) and I would say definitely work a new ideology system into the game if you're looking at diplomacy and politics. The Benevolent, Pragmatic, Malevolent (aka, good, neutral, evil) axis is a pretty tired trope, and I would favour a more diverse system of ethics. Stellaris has this and it's probably it's best feature. You have an axis of ethos (8 in total, 9 if you include hive minded) and it doesn't gi

299 Replies 1,810,015 Views

I'm going to wait until this is out, then probably bag it in a sale. Guarantee there will be bugs and design problems - especially as this is rewrite of the original (and given GC III's shaky start). For example RE: Martyrs. I know you sacrifice a citizen, but why not attach them to a single scout ship, aim it at the biggest fleet the enemy has, then send in your own armada?

63 Replies 429,622 Views

I'll be looking forward to buying your finished game, several years from now, when you have an ultimate collection on sale, rather than drop feeding the features through DLC! (But it is great to hear that there are plans for more of the internal politics features I was hoping for when this game was announced)

53 Replies 356,321 Views

Again, my mod (I should really upload this) gets around this by making sure capital ships are prioritised by both escorts and assault ships. If no capital exists then assaults will target escorts and escorts will target assaults, leaving support, interceptor and guardians as the last ships they target. In this way ship combat isn't as exploitative unless you alter your ship class in the editor (which I personally feel is an exploitative mechanic).

21 Replies 43,868 Views

I'm playing with a mod I created which makes them more useful. Essentially it turns interceptors and guardian classes into specialist units that skirmish around support vessels whilst assaults, escorts and capitals focus on destroying each other first. It can make for some interesting battles where you lose one or two interceptors in the initial volley, but a handful work their way through to transport ships which (if left undefended by guardians) will get destroyed. <

21 Replies 43,868 Views

Hey man, thanks for replying, unfortunately I don't have the above in my mod (yet) but I've already taken into account the Snathi files that are relevant in my mod (aka UI colour defs) by copy / pasting the relevant Snathi data from the original file. I have since made some tests and found: The mod works fine if I deactivate the Snathi DLC. It also works fine if the mods are deactivated It also works if I have m

7 Replies 8,944 Views

Not to be negative (and I do enjoy the game), but given how the release of GC III went, with a high upfront cost for founders packs, lots of features planned and talk of next Gen systems that could handle more complex data, only to then have a lot of these features stripped and placed in the expansion 'to do list' - I'm probably going to either see what the overall feedback is on the next release and buy in a sale if it massively improves the current game. Either that or I'll

14 Replies 16,536 Views

I've also had problems playing with my own custom mods since I bought the Snathi DLC. I have a custom 'FactionsDef.xml' for the main races, as well as a few that alter ship battle behaviours (which ships are prioritised in combat) and UI colour xmls. All of these worked before I bought the Snathi DLC but since then I get CTD when starting new games. Anything i I can do to help this would be appreciated.

7 Replies 8,944 Views

Hey there, Is there any way of locking out planetary governors until the 'interstellar govetment' tech has been researched? Would be an interesting feature be it a mod or actual mechanic. Whilst I realise that domestic politics will be more prevalent in the next expansion, it would be quite fun to only have the ability allow governors to control planets once the relevant tech has been researched.

2 Replies 12,073 Views

Hi all, 1.5 Introduced tje machanic that allows you to tell the AI to 'get off my lawn etc.' - which you can select from the diplomacy screen. I don't have the option to 'talk about something else' with the AI in the diplomacy screen. Does anyone know if modding the racefile has an effect on whether this is visible? is it something else? A bughe'd feature? Any help would be greatly appreciated. <

0 Replies 3,419 Views

But this is just cluttering the already overly cluttered notification screen. Why add 'another' notification when you can have just the one as we do now, only it will display what those are on the turn it's declared as over? Removing renewal of treaties would be frustrating, as it means you're commuting to something that you can't take back, and having more notifications real would increase micro, and just bombard you with unnecessary information.

5 Replies 25,120 Views

I don't mind it so much. I think they should last longer than one game year (52 turns) but I like that you may have to re-negotiate terms (as governments do with treaties). With the improved diplomacy update, it might be more interesting to deal new trade terms of the AI has a different view of you. Would probably make it so that timed trades can be adjusted rather than just a default 1 year before expiry.

5 Replies 25,120 Views

Title fairly self explanatory but even so thought I'd explain. On the notifications tab when a trade deal between myself and another race expires, I go into the diplomacy screen to check my treaties, only the trade deal that I've just been notified of has now disappeared, as it should. The trouble now though is I have no idea what I'd previously traded with for this particular faction. Was it just resources for tech? An economic treaty for open borders. Whil

5 Replies 25,120 Views

[quote who="naselus" reply="1" id="3601619"] There isn't. The strategic AI scripts have no triggers for determining if they have met another race. [/quote] :( Thats a shame. I was hoping there might be something in AIStrategyDefs.xml (or similar, I'm not at my computer atm) that may allow it. Main that case, may I request this from the debs that they could include an RPG difficulty mor tha

3 Replies 12,691 Views

Hey all, I'm curious to know if there is a mod / what files I'd need to mod the AI behaviour to be less aggressive with colonization and production until it meets another race? I'm a bit of an RP'er and usually when I play, I don't begin competing for planets / resources etc until I make first contact. It seems strange (to me at least) that a space faring species would be aggressively spamming colony ships and such before it knew if it had anything t

3 Replies 12,691 Views

I'm inclined to agree with Ashbury76. From a gameplay point of view it would imbalance the alliance victory and make it too easy to obtain (a problem with galciv) as well as render diplomatic progression a meaningless part of the game as you'd dilute diplomacy research to just 'gain +'x' diplomacy' maybe with an embassy upgrade. From a lore / immersion perspective, if you met an alien species, their method of governing would need to be stud

12 Replies 9,658 Views

Hey Brad, I only used the planetary wheel once I'd researched planetary governance. I like to try and RP a little (or if not RP, I try to play like I'm managing a civ, not playing as a race) and I found the way I used it was fun and interesting, and more like GC II Until you'd learnt planetary governance, you had an imperial government. You control everything using the global wheel. When learnt, I would specialise my planets prod

36 Replies 68,349 Views

Would you have read the article if the headline had been phrased more mildy? We live in the age where peoples attention spans mean they crave inflammatory discourse or reactionary critique, hence the success of click-bait articles. Social commentary aside, I think it's a necessary part of the discussion regarding how this game develops going forward. Whilst I'm of the Jim Stirling view of 'if you release a product as 'released' it's fair game to

36 Replies 68,349 Views

The ideology focussed planetary projects were removed some time ago. They still exist in the code, but are currently non-functioning. I don't know if there are plans to re-introduce them at a later time but for now this is it. You could always have a go at editing the xml, but I'm unsure if the functionality of having projects unlocked through ideology still exists. You'd probably need to alter either the tech trees or ideology trees to unlock these pr

2 Replies 8,273 Views