I don't consider resources as planets, although they may look like planets. They never behave as planets as far as I am concerned. I don't find the configuration "ugly". I don't consider the placement of planets on the stylized star map to be accurate indicators of the inner system navigation details. You obviously know the technical details way better than I, but I still disagree on aesthetics. Planets are just places on a game board done up to be prett
erischild
According to a stream conversation, the devs have this very deeply hard coded into the colonization process. It is highly unlikely that it is possible to mod this behavior. Also, the devs seem somewhat puzzled that players do not embrace the challenge of dealing with a system that is random and therefore always less than ideal. Isn't overcoming imperfections and challenges like these one of the things that make people love GalCiv? Does every planet have to be
Excessive map, abundant everything. I can't find any examples of the planet configuration you describe.
Interesting. Will keep an eye out for those events. The home for Xendar may have been involved in one of our crashes. It rings a bell. We tried against 3 AI after an initial try with more players and it worked rather smoothly. We finished a game over two sessions. It seemed to be more stable than when increased the AI count. Looking forward to checking out 2.3 MP.
I have seen that configuration, but it is very rare. From what I see, one of the three planets is usually, if not nearly always, 3 tiles from the star. That is with base game. If you are modding, I am useless to you. :( You are right, that would be a serious case of "born under a bad sign". ;)
When you say "changed" it makes me think you are changing the actual core files. That will not work. Crusade uses pre-compiled bin files to load faster. This means all modding has to happen in the mods folder. You copy core files to mods folder and then mod them there, with proper formatting and such. If you are doing things in the mod folder, I can't see your antivirus complaining about changes in data files. I don't know what the game is doing to cause
1. It seems to be that everything will be there in one galaxy. There are sightings of galaxies with a missing resource. I haven't seen that. Size of map may affect things. Any scarcity of resources is definitely intended as progress choke points. This is intended to drive conquest and trading. 2. Not that I know of, no. 3. It is intended to be rare enough to fight over or negotiate for. If it is completely missing, it cannot perf
..../steamapps/common/Galactic Civilizations III/DLC/EXP2_Crusade/English/Text contains stock faction flavor text files. FlavorText.xml has the Diplomacy text for all stock factions all mushed together. If you use the Civilization text editor, it will create a custom faction FlavorText file that you can edit. I have mine set to throw the file into notepad++ and save it as a text file. This will throw your faction identifier into all the right places. Change it
I see lots of triangles of planets on my present map. I don't see the equilateral triangles you seem to describe. The Anti-Matter triangles are much more noticeable. You may have to show a picture of what you mean by "ugly".
As a long time Civ addict, I find that GC3 has surpassed Civ6 in pleasing gameplay. Civ reached a certain peak at Civ4. For me. Civ5 is the best looking and most pleasing to play but the AI is flawed. Crusade is still getting better and better in general, although I am greedy and always want more eye candy. Workshop submissions and mods help. I have also gotten into some ship designing, which I didn't do in GC2, which adds a lot of immersion, personal inves
Yeah, it is a lot easier to complain and criticize instead of celebrating when it all goes right. Good for you for sticking with it! Good for Stardock for sticking with you!
+1 I just finished reading Brad's excellent article on polish, gameplay, and price. The auto-upgrade feature is one of those polish points that seem small but affect nearly every player's impression of polish. That would seem to warrant a higher priority on some team's work list. I wait, somewhat impatiently now, for something to be resolved that has been a raised QOL issue since day 1 of initial release. The shipyards and upgrade constructors got exactly this
I understand the reality that is being discussed here. I sympathize with Brad as a fellow gamer and as a business person. However, as an Elite Founder (pretentious title) who has also .bought a gift copy for someone else. please don't talk to me about "pick two". I have ponied up my money already and I have long term expectations that do not have anything to do with a sense of entitlement or foolish demands from Stardock or any other game publisher.
To the OP, what do I know? You are as likely to have the game somewhat figured out as any of us right now. It is still evolving, but this is my start sequence and thought so far. 15 opponents, Excessive, Abundant everything. (Until I get a better handle on mechanics and can figure out what I can afford to throttle down) Turn 1 Rush the Shipyard to open up the Ship Construction output. Otherwise, I feel there is a lost opportunity in hammers not being us
Large Empire building. That's the main draw for me Combat, Diplomacy, and the other stuff interact with that, but it's the main attraction. If I can build a better economy than you, I can use it to build a fleet that will pummel you. Or not, if I so choose. ;) I do some ship designing, but not near as much as other folk, and they are all highly animated and often weird or whimsical. The designer is an amazing toy all by itself and the game would not
To the OP, get yourself some resources, especially for your favorite weapon. Claim them early and let them build up. When you get the techs, use those weapons! That is what changed things for me. A further tip: Be sure to get Durantium. It lets you upgrade your mines and increase the yield rate of all types of Mining bases. Makes a big difference, especially in th mid to later game. This game insists that you think ahead. Yikes! To
If you are trying to modify the core files themselves, that will not work. The game now uses bin files compiled from the core code. (Faster loading was cited as a reason.) In order to make mods in the game folder, you would have to regenerate the affected bin files. You will have to create an append mod and put that into the mods folder for Crusade. If you are doing something else, then you probably just went beyond my ability to help.
[quote who="zuPloed" reply="17" id="3679909"] My point is, sure, they can gather telemetry and start working on these things after that, but why bother? Why go through this just to diagnose things, which can be seen by a trained eye. I'm not saying these obvious things will make the AI as good as it can get with the telemtry. I'm just saying, they can start on these issues long before the telemetry data is in. And I am somewhat afraid they might miss the obvious issues a
[quote who="zuPloed" reply="14" id="3679800"] 3) The decision of sending both starting constructors for ressources was WRONG. In the current balance the best thing you can do with starting constructors is claiming asteroid mines in your homesystem asap (at least one constructor). The diminishing returns are huge. [/quote] I understand your points, but disagree. While the power of a few early asteroid mines cannot be denied, I don't consider it worth spendin
Just to add a point, not only is it a one-off deal to recruit a citizen, it is very deliberately very expensive. Even a high production planet can spend quite a few turns building a single citizen. You have to be pretty desperate for citizens or expecting to be idle on several planets for a long time before it is a practical or significant addition to the overall citizen accrual rate. Another point was made that seems to be getting lost. The purpose of the ste
One of Horemvore's mods offers extra Colonization events. I highly recommend it. I am not impartial, I contributed a couple of the events in the package. Otherwise, I agree that I would like to see all the Event lists extended, Sounds to me like a nice little DLC that would require very few code additions. I think it would very unlikely to have some sort of "official" inclusion of contemporary or contentious Ideology decisions. There really is no upside f
[quote who="wpkelley41" reply="12" id="3679632"] 1) How does Social Construction affect the planet build queue? I'm not clear on this. 2) Also, does any tiles give a bonus to "All Construction?" I guess I'm lost because everything else, research, wealth, influence, etc. still seem to have bonus tiles. Thanks [/quote] 1) Answered above. Thanks! 2) I have not noticed any "All Construction" bonus tiles. The Capitol is closest, and
I would like the planet's Capitol to have its adjacencies buffed so it can serve as a hub. It lost a lot of relative importance in terrain value in Crusade, especially in early game placement considerations and Terraforming.
[quote who="GrimmAG" reply="5" id="3679460"] Since I already wrote a (positive) review for GalCiv III, I do not see a way to review Crusade on the Steam pages (despite finding it a better game, overall). This does seem like an unfair way for Steam to promote games. EDIT - nevermind, I found a means to review the expansion separately, and am now doing so. [/quote] Thanks for the tip. I thought we couldn't do that. Review posted. Whether Stea
[quote who="Frogboy" reply="5" id="3679455"] Why don't people ever think of the poor AI and ITS needs? [e digicons];)[/e] [/quote] I hear you. Nobody gives the villains any love. :) You need to create a new Trait, "Empathy". How you install it into the user base is beyond me, but it