"You" being the USA I assume? I'd propably consider you pragmatic and realists if you absolutely needed something only Mexico or Canada could provide. If on the other hand you invaded for the hell of it and started chugging Pedros into the oven then yes, I would consider you evil. But I agree, the diplomatic aspect of the ideologies are a bit lacking at the moment.
Rectunator
How many succesful, long lasting and prosperous nations without any armed forces or other deterrent have there been during our history? I'll give you a hint: not many. A nation that seeks conflict and assets of others through conflict isnt necessarily outright evil, no matter how much propaganda you consume. Perhaps your neighbours felt that your benevolence was lacking? Or that they could take you over without bloodshed since you seemed like a pacifistic nation and thus acquire your weal
You have to change your default download location in your Nexus profile setting. And you can only do that if you are a premium member. So yeah, I paid 4 pounds to get this mod. :P And yes, I did start a new game. Felt a bit bad abandoning my 30 hour save but oh well.
Erm is there a prerequisite for the "Get off my lawn" -diplo chat options? I started a new game with the new version (after a clean reinstall) and I am still unable to tell these ugly xenos to get away from my real estate. Or maybe it's because of something other than the UI-file?
For reasons unknown the latest version .rar is corrupted. Dont know if this is a problem with the nexus or just me. The downloaded archive is 0kb instead of the ~300kb and cannot be opened. Has anyone else run into this problem? I should propably add that the other .rars load just fine. Edit: Well it was solved by switching the dl location. Some sort of nexus server related problem.
Oh yes, targeting/protection roles. But I mean turning them into something more concrete. Now you can have a fleet full of escorts and in the end nothing really changes. I'm talking about defining formations for your fleets, either custom for every fleet if you want to or setting up some general quidelines for them all. Then the ships fulfilling their roles in the fleet organisation/formation would possibly give bonuses for the whole. Got frigates, destroyers and light cruisers in a picke
Honestly I've had the same gripe with vanilla GalCiv2 and 3 since I got GalCiv2 back in the day. For example on large hulls you got destroyers, cruisers and battleships all in the same. What this game needs is a sort of deeper role selection for the ships, so that you could specialise them. I know I know, you can already plan them the way you want but that's just it. Right now we have no fleet formations or higher fleet management. There's no real incencitive outside roleplaying o
I did at first, but it didnt really work out and create enough of a clear cut difference between the different types in comparison with the large hulls. Battlecruisers became just heavy cruisers with more HP, not distinctive enough.
Any idea when the next version comes out?
Well I went back to the planning board and figured that I just have to set some house rules regarding hull points usage if I wanted to make some sense of the ship roles and fit the largest vessel types into my fleets. So basically tiny ships stay as fast attack & patrol craft and small hulls stay as corvettes or escort craft. But on medium I figured I could restrict the frigate types to use only 75% of the available hull points. That way they stay slightly above small hulls and be
I'm an autist when it comes to naming ship classes and designing roles for my vessels in my fleets. And by this I mean following somewhat realistic and modern hull classification symbols + roles in relation to the hull sizes ingame. And therein lies the problem. In core hulls the tiny hulls are supposedly fighters and small hulls bombers, but then suddenly in medium hulls we get corvettes, frigates and destroyers within the same hull size range. The same repeats with large hulls. We got d
Did I miss something with the focuses? I thought they transfer only a part of the extra social manufacturing to another production segment? Even the "add military production" -project is a bit half-assed since it doesnt work when the colony is building or upgrading something. That's why leaving out the military-social production slider is a very bad move in my opinion.
It's not the lack of the wheel that bothers me, even though I like it. It's the inability to control the military-social production allocation. Being forced to set a universal military production rate instead of specializing naval yard planets is just stupid.
Well... red is the colour of passion.
Out of curiosity, are we getting the release this week? I put off starting a new campaign since I knew I'd propably have to restart after updating the mod.
I am playing a fresh install of the 1.5.1 version of this mod and for some reason the diplomatic get off my lawn -options are not showing in the diplomatic dialogue screen. I can only see the pre-1.5 options of war and trade.
Would it be as simple as just giving all the engines the line " true " in shipcomponentdefs? If we forget tweaking all the AI ship blueprints for a moment.
Well shame. I was about to start exploring the game files. I was hoping one could use whatever the modifier is that affects the "one per hull" support modules to similarly limit the engines.
Is there a mod anywhere that limits the engine numbers per hull to one or two while increasing the single engine effeciency a bit to counter the effect of this on larger maps? I dislike the massive movement speeds in mid to end game, but I am not adept at modding at the moment.
Very nice indeed. This should make the game a bit more interesting.
I saw. I judged. And I saw that it was goooood.
The thing that made me the happiest, when I first fired up GalCiv3, was when I realised the goofy, tongue in cheek humour is still there.