zuPloed

zuPloed

Joined Member # 4911130
7 Posts 433 Replies 661 Reputation

I think the paint thing is about the displayed ship icon. But if you are looking for proper programs, do yourself a favor and use: notepad++ (automaticly colors xmls and other code, so much more readable) and paint.net.[quote who="cajee" reply="139" id="3649943"] Ok , anyone able to point me to a how-to file on how to do that? Im pretty good at techie stuff if i got instruction to follow [/quote]Open up the "ShipBlueprintDefs.xml" and "ShipClassDefs.xml" in the "AI Tweaks/Ga

156 Replies 328,798 Views

More or less, What you want to do is formulate your ship as a blueprint in the ShipBlueprintDefs.xml Then you have the blueprint you made in the ShipClassDefs.xml By doing so you lose the ability to decide where your components get attached to the model.

156 Replies 328,798 Views

I think Thalan is pretty much the strongest tech tree. The early game you are setting up will usually be the biggest advantage you can get. The hive branch is designed to compensate for the thalans -20% (right number?) growth, which makes it amazing on a custom civ without it. The hyperion matrix branch with early access to research cloisters allows rapid research even if you only dedicate one world to it. Something not mentioned before: 10% jamming, due to the way you

16 Replies 40,418 Views

It's still pretty recent: https://forums.galciv3.com/478191/page/1/#3640435 Thalan tech tree gives you a very fast economic and technological development at the start (I think I like the hyperion matrix branch even more than the hive branch). Iconian is probably the next strongest. -------- If you are looking for something different: Play Torian. The Torian techtree is weaker th

16 Replies 40,418 Views

The problem with that is, that it only assigns high fortitude tiny hulls to guardians. I want to ahve huge hull carriers to be guardians. The idea of changing value fortitude and threat crossed my mind, too.

4 Replies 10,549 Views

Carriers are highly efficient in terms of mass/logistics. You can invest 90 mass (i.e. 1 large ship) into getting 3 small assault ships, which can use 150 mass on their own (or use 7 logistics to get 9). This is before any boni. With boni you can do stuff like getting a huge hull with 5 modules, i.e. you generate 15 assault fighters (45 logistics) from a 10 logistics ship. Or in terms of mass: invest 337.5 mass (assuming you took the 25% support bonus after interstellar travel) and gain 15x50

23 Replies 113,383 Views

hmm, more or less. What really adds up is stacking multiple -% manufacturing cost boosts. If you remove 5% from 100%, you go from +0% building speed to +5.3%. If you remove 5% when you allready have -45% (possible with thalan for manufacturing), you go from +81% building speed to +100% building speed. If it was possible to add up -75% manufacturing cost without the -5%, you would go from +300% to +400% building speed. Numbers come from: Building Speed Bonus = 1

5 Replies 23,038 Views

I have taken another look at the BattleBehaviorDefs in AI Tweaks: Nothing shields supports. Assault ships will allways rush supports and focus them down. So you can either arm your supports, or make your carriers another class. If you assign a different class to carriers, I would suggest using guardian. And combine capitals and escorts to shield them, since all other ship roles will attack either escorts or capitals, before they attack guardians. That is how I would do

9 Replies 30,650 Views

I tried modding the ship roles yesterday and realized, that even though I modified in the ShipBlueprintDefs and in the ShipClassDefs, the roles of ships were assigned consistently with: http://galciv3.gamepedia.com/Ship_roles "A ship's default role is determined by the attributes "THREAT", "FORTITUDE" and "VALUE". All ship equipment has at least one of these attributes assigned to them. THREAT is assigned to weapons (be

4 Replies 10,549 Views

Take note, that in AI Tweaks, the ship roles and targetting behaviors are changed. I wrote the following post about them a while ago: [quote who="zuPloed" reply="64" id="3643460"] I have been studying the battle behaviour changes a bit, here are my thoughts (basicly theory crafting so far): What I think is the intention behind the ship roles: Capital Ships: - achieve strategic objectives, e.g. destroy sta

9 Replies 30,650 Views

It does wiork on the manufacturing cost, too. It is just not displayed in the building tooltip. You can check by: choose Thalan, start to build a factory, adjust the manufacturing sliders such, that it takes a bunch of turns (e.g. 30) to complete and then research hives and the follow up specialization which reduces manufacturing cost (thanks to intuitve this is instant). Now look how many turns it takes. It should have gone down.

5 Replies 23,038 Views

[quote who="mortili" reply="9" id="3648824"] max %-Productionbonis: +25% from approval +90% from Starbases (max of 18) +50% from govern-techs +20% from malovent +25% from torian trait (dont know the name) +25% from iconian tech =235% total this needs you to take iconian techtree and one of the arcean and one of the torian traits, but even without those you get +25% from approval<

12 Replies 13,239 Views

[quote who="trims2u"]My criticisms are based on the idea that the DR/TDA (and to lesser extent, PR) all are intended for the following purpose: An "early game" (i.e. turn Provide a substantial boost to a player's game if they can get built Be expensive enough for early game that only 1 or 2 ever are built not so expensive that they can't reasonably be built in an OK timeframe for a world with 15-ish manufacturing. Be superseded

12 Replies 13,239 Views

[quote who="trims2u" reply="8" id="3648780"] DR > (any of the special bonus buildings) > Manufacturing Capital [...] [/quote] Well, if you put a manufacturing capital on a planet you should have the DR next to it in any case anyways. But lets take a look at what I wrote above:[quote who="zuPloed" reply="5" id="3648731"] There might be some special cases when you have very high pop planets with very low +% manufacturing, but apart from those: [/quote]Say you h

11 Replies 21,133 Views

There might be some special cases when you have very high pop planets with very low +% manufacturing, but apart from those: DR (if you can spare the durantium) > powerplants > factories.

11 Replies 21,133 Views

Frankly, just do yourself a favor and use the mod. The AI is just built highly inefficient. The mod remedies some of that, to the point where I can't catch up with a genius AI before turn 100 unless they have fewer planets.

23 Replies 78,560 Views

Even if you only build a single manufacturing improvement on a planet, allways do the (solar/fusion/quantum) power plant (since you are only allowed one) first. The reason being the manufacturing you invest in it in comparison to the benefit you get. In case of no adjacency mega factory vs. solar pp, you are looking at 30+45+67 = 142 manufacturing for 33% vs. 45 manufacturing for 25% manfacturing. It takes quite a bit of time for the mega fac to pay of that deficit. Once you can upgra

11 Replies 21,133 Views

You are probably interested in this mod: https://forums.galciv3.com/477118/page/5/#3647561 Why do I advertise it? Because I wrote faction specific tech governors for it and improved the planetary governors. I'd like to see feedback on when the AI still does weird stuff (like losing to you on godlike).

23 Replies 78,560 Views

You are forgetting something. If the Yor Matrices are the only Farm replacement there is, how can Yor planets go up to 30/40/50 population? For free! (in terms of improvement slots) They only need to use one building slot in order to have a 30/40/50 pop planet, because they get pop cap from techs, not from farms. Giving the Yor tree farms, would be harmfull in my opinion, because then the Yor tree is more like all the others and there is less variety in the game. It is

14 Replies 11,966 Views

Lets first get the facts correct, the actual stats of the slave pit: + it is a research and a manufacturing improvement + 25% to Research/Manufacturing/ Food (not growth!) (50% and 75% in its upgraded forms) + adjacency bonus taken: +5% to research, manufacturing and food. + adjacency given: +2 to research, manufacturing and wealth + 1 moral In my opinion, this is the best improvement in the game. This is the Drengin power p

14 Replies 11,966 Views

[quote who="trims2u" reply="22" id="3648148"] All this is a bit academic, because, frankly, the feature doesn't provide much of anything in additional information to the user. It's not really relevant that you know Planet X produces 96 rather than 95 manufacturing. That is, the absolute number is useless (unless you're doing completely idiotic levels of micromanaging, in which case GC3 should NOT indulge that behavior). [/quote]This. Using trims example above: 4

24 Replies 129,497 Views

Well, I have gotten the Thalans to build pretty neat homeworlds with the AIGovernors + AITechgovernors + changing improvement tags + increasing the replacement immunity from level 3 to 5. You can find that AI in Horemvores Tweaked AI. I made list of things to improved here . Feel free to go through it and suggest things which you feel will still be missing.

24 Replies 129,497 Views

I would make a medium o so map, with 1 AI at godlike and let the game run for 50-100 turns without doing anything with your civ and then use god. If you haven't done so yet, you will have to modify the AIStarbaseGovernorDefs.xml. This determines how the AI upgrades starbases.

2 Replies 4,701 Views