Thecw

Thecw

Joined Member # 4823684
80 Posts 451 Replies 1,324 Reputation

[quote who="Gilmoy" reply="8" id="3506429"] ... and it was easier to conquer Drengi than to just build your own we loves Beta [/quote] My own planets were busy doing more useful things. I was not going to waste time and effort to bring Drengi upto scratch in the end phase of the game, so i simply used what was there already to get any use out of it. Big misconception by the way 'end phase of the game', turn 141 should still be the early middle of the game not one of

33 Replies 153,333 Views

[quote who="Gilmoy" reply="16" id="3506427"] Brad would not actually code the GC3 AI himself, as his coding cortex is already busy with the other game [/quote] Where is the instant cloning device when you need it? Or better yet, the ex corpus cerebral super growth and interconnection pools, to overcome the physical limitations of his body and allow him to enslave other brains to augmented his brain power and using a brain-machine-interface to code faster? [e digicons]:

22 Replies 19,728 Views

[quote who="androshalforc" reply="14" id="3506421"] sorry i was just throwing out numbers for the purpose of an example [/quote] No problem, and no reason the feel sorry. I just augmented your post to show the massive bonuses the AI gets.

21 Replies 25,890 Views

[quote who="androshalforc" reply="12" id="3506408"] from what i understood the ai will not change intelligence levels and will be playing its best at all times and the only change the levels will have is the amount of resources available at average level it will get the same resources as a human, below average will get 90% or something like that, and above average will get 110% [/quote] The bonuses the AI get are way more than this. See <a href="https://forums.galciv3.com/45

21 Replies 25,890 Views

While i am not opposed to the general (optional) idea, i would probably close to never use it. I can see the value for hard-core-role-playing would-be-emperors. If implemented i might even try it just for fun sake. [quote who="Gilmoy" reply="7" id="3506235"] On new game, you can choose a Persona you already saved, or use the default "New Persona" (which creates a blank slate). [/quote] My problem with this when i start a game i really have no idea of how i am going t

20 Replies 102,118 Views

The Hyperion Shrinker does work. But it works on empire level not on planetary level. It raises the Mass Cap of your ships by 10%, and every military adjacent building increases this bonus by another 5%. In the following screenshots i will show the Terran Titan as buildable with a hyperion shrinker in the empire (with adjacent military buildings) and the same ship design after i destroyed the shrinker. To see the changes you have to actually enter into design mode of a

33 Replies 153,333 Views

[quote who="Larsenex" reply="2" id="3506217"] Attack....wait...what??? OMG>>>. retreat!!! [/quote] Come on, these are the Drengin we're talking about. They should ram their fortress into the enemy ship, board it, fight with claw and fang, and eat the heart out of their still living opponents. [e digicons]:w00t:[/e]

3 Replies 7,226 Views

[quote who="Edladner" reply="537" id="3506131"] Thecw nice design, please say it is animated [/quote] Of course, the nasty claws are coming to get you. Find the design files here . Edit: by request Drengin Collector Animation Demo

1,569 Replies 7,898,383 Views

And another one. The Drengin Collector. (Large cannon armed survey ship. The intention is if it becomes possible to capture enemy ships to redesign this ship for that purpose) Gathers valuables of any kind: space debris, ships, slaves. It does not matter, the collector can collect them all. And if fools resist, the collector has sufficient firepower to turn those fools into space debris. Note: if a module will be created to capture enemy

1,569 Replies 7,898,383 Views

Just submitted my latest ship. The Krynn Convincer (a light large allround combat ship) Convince the ignorants of the truths of the Krynn faith, and if they refuse send them on their way to heaven, hell, or whatever afterlife they believe in. <img style="vertical-align: baseline;" src=

1,569 Replies 7,898,383 Views

You probably have version .51, see [.51][Bug] Version number in main menu still shows 0.50

2 Replies 20,516 Views

Quoting Gilmoy, reply 10 using the generic XML primitive of . This suggests that the internal C++ meta-object protocol(?) engine need only implement once, with maybe a small library of allowed s. That's conceptually no greater burden than the engine&

15 Replies 30,757 Views

Quoting ctiberius, reply 2 Yes. I'm dense, but hopefully not that dense. Show me where in the Input screen I can set keyboard commands for Guard, Sentry, Patrol, Automate, Explore You are probably as dense as the rest of us, namely 1062 kg/m 3. [e digicons]:

3 Replies 3,628 Views

Quoting Dr Franknfurter, reply 7 What happens when the prerequisites are no longer met (e.g. population/PQ loss after an invasion)? (buildings destroyed, downgraded, derelict or continues functioning) How would you line-up buildings? Would you still be able to line them up but not have them start construction until the req

15 Replies 30,757 Views

Quoting Tony2488, reply 4 +1 starting off with basics, then limiting when I could expand further with a certain pop level but at least allowing me to greater develope a planet over time, sounds a good compromise to me Tony2488, It is not my intention to create larger planets, but to have better cont

15 Replies 30,757 Views

Larsenex, First my intention was to show a (xml) structure that allows for more flexibility and is more resistant to faults. Quoting Larsenex, reply 3 Over all I like the trade off of increased tiles limited by population. However, the over all feel, feels like limiting me in choices because I will have to wait on populat

15 Replies 30,757 Views

Larsenex, You are reading it correctly. For the terraforming you can then actually say something like: Soil Enhancement gives maximum 4 tiles instead of one, Terraforming plant gives maximum 3 tiles instead of one, ultra terraformer is limited to a maximum of 6 tiles instead of only being limited by the terrain land percentage. The auto upgrade should work and automatically upgrade an improvement the moment population size allows it. Building a new (extra) building whe

15 Replies 30,757 Views

While creating massive production planets i started to think about the limitations of the game system as it is now. Especially the absence of a relation between the population size and the number of a given improvement. Furthermore it annoyed me that for a given terraforming tech the number of tiles was just 1 or many, and nothing in between. At the moment for a given improvement there are three modes of limitation: 1) improvement is unique for the player ( )

15 Replies 30,757 Views

Quoting darthpotato87, quoting post 1. I kind of dislike the constructor spam caused by the fact that your constructor vanishes each time you are using it. Why not doing it the way Civ Beyond Earth is doing it with the explorers and their explorer modules? You build a constructor with one or more construction modules. You move your cons

19 Replies 7,832 Views

Quoting Publius of NV, quoting post The Krynniac Temple says it provides 10% influence growth. The upper left arrow in this screen shot shows that I have built a Krynniac Temple, but the lower right tooltip for the planet's influence does not show the extra 10%. Is that a bug, or is the influence growth reflected turn by t

2 Replies 8,576 Views

Director, it appears you have made a backup of the original (steamapps\common\Galactic Civilizations III\data\English\Text\) StarNamesText.xml but left it with a xml extension. Because the edited 'StarNamesText.xml' and (something like) 'StarNamesText - Copy.xml' exist, both are processed. The solution is to rename the (backup of

28 Replies 38,837 Views