zuPloed

zuPloed

Joined Member # 4911130
7 Posts 433 Replies 661 Reputation

[quote who="aerez4546" reply="2" id="3676654"] It is kind of irritating and time consuming to create a bunch of "junk" civs just to log into a game and see what techs their abilities give. [/quote]You know what's the funny part? It is not enough to do this. You need to have a certain combination of abilities for some tech. Cybernetic grants command bots instead of war colleges for the yor. Knowledgeable only gives you the first gravitonics tech. For the other 2 you n

5 Replies 34,080 Views

@Frogboy thanks for the heads up. Some items I am missing: - will synthetic popcap actually work? It did not for me so far. I could go beyond it without repercussions - I am not sure whether this is inentional: normal morale buildings are not accessable without abilities. The problem seems to be, that the branch is rooted in tourism, which you only get for diplomatic ability - One of the scavenging techs promisses +1 mining, I didn't chec

40 Replies 148,757 Views

I would also argue in favor of slightly nerfing starter starbases and possibly shipyards. The way they are now, I can provoke the AI into a very early war, by claiming their ressources and there is nothing they can do about it. I also have a safe harbour for the fleet I have only just begun building. It turns the problem of not having a fleet early into a non-issue. I kind of see a potential problem with administrators there if they are to easy to lose though. That's w

19 Replies 48,733 Views

[quote who="Larsenex" reply="11" id="3676374"] Why don't you nerf them in your game and play how you like rather than forcing everyone to play your way? Seriously this is primarily a single player game and is not bent in anyway for multiplayer. That excuse (nerf nerf nerf its too hard in MP) will never fly with this game as stated years ago by Stardock. [/quote]There is no reason for you to be this defensive. There are some things I am pissed about with this release, but this

16 Replies 56,497 Views

Actually I would propose the opposite, buffing the other citizens. Another alternative would be buffing some of the planetary improvements with a little more flat bonus, which I would not mind either, since I feel the pacing is a little slow now and planets do not scale very well after some point.

16 Replies 56,497 Views

[quote who="Sarellion" reply="15" id="3676360"] But well, in case I tale the advice to rip it out, where can someone not familiar with the modding in GC 3 find the starting number of administrators? [/quote]Galactic Civilizations III\DLC\EXP2_Crusade\Game\MapSizeDefs.xml Not sure where to put the modded file in a mod folder, since the game now refers to the dlc. Possibly no change at all.

40 Replies 296,163 Views

[quote]If you don't have Crusade, well, yea, you're a bad person. Like, literally (not figuratively) history's greatest monster. Go get it now HERE. [/quote]This pretty shameless Frogboy, don't you think? I will just give you some of the issues I found in my my first game (up to turn 200-ish): - Synthetic pop cap does not apply. I can happily build 50 citizens on a planet without building a power matrix or researching their tech branch - empty tech branch

32 Replies 161,811 Views

[quote who="Publius of NV" reply="4" id="3676294"] No. Not at all. In no way. [/quote] Is this sarcasm? [quote who="Publius of NV" reply="4" id="3676294"] As Larsenex said, if the AI can use them (and it does) then it's not overpowered. [/quote]To be honest, this logic is not particulary useful. If the only thing required for balance is, that eveyone can use it, you can get situations where the game provides ten ways to play it, one of them is superior to

16 Replies 56,497 Views

[quote who="Timmaigh" reply="4" id="3675556"] I guess the game is moddable enough that you can probably make even ground units move without any terrain underneath, but that could be perhaps more complicated thing, requiring even scripting? I would not know. With air units though, it would be pretty straightforward i guess. [/quote]Not at all. You only need the terrain editor. I know of two ways you can make it work. A third way would be using a little scripting, which is still prett

9 Replies 128,137 Views

Maybe to get a better picture, you want to take a look of some examples of what has already been done. - On US there is a map called "Battle in space with cruisers and ships", which has planets, starbases and cutom models (works as single player vs. AI) - "Warships" is an example which operates slightly beyond the 1000 unit boundary in the late game (multiplayer, there is a single player, but it does not illustrate to unit limit stuff too well I think) - "F

9 Replies 128,137 Views

[quote]Is there anyone over here, who has insight into modding StarCraft 2 or even better some experience with it? Someone who knows, how to do certain things, what is possible and what is not, what exactly is needed, if one wants to give it a try, given the fact StarCraft 2 was actually released in 3 parts, etc... [/quote]I presume you are talking about using the galaxy editor included by blizzard. I have some experience with that and should be able to answer a couple of your questio

9 Replies 128,137 Views

[quote who="Go4Celerity" reply="30" id="3674718"] The missile cooldown thing will be simple enough to mod when there's only 1 tech tree to work on instead of a dozen or more. [/quote] It's even easy in the current game, because you only need to mod one component. Replacing the -50% attack cooldown with a +50% attack damage, might just do the trick actually. But that's not my point. I play with a modded AI I made loosely based on Horemvores. If I thought this was personal pre

33 Replies 103,470 Views

Thanks for the link! Sounds like they are overhauling quite a bit about the combat. In that case I just hope they manage to stay clear from stuff like that missile weapon combination. It's an issue which was first reported about the time gc3 released and I tried to reraise the issue a few times. It is quite beyond me, how this stayed in for so long. In general it is not exactly wrong to have the attitude of combat not needing to be sexy-good balanced. Battles will for

33 Replies 103,470 Views

[quote who="lyssailcor" reply="24" id="3674634"] I read that in Crusade every single weapon on a ship is fired separately. [/quote]Really? Interesting. Here's a question: Will the missile weapon rate of fire exploit be fixed? From the first specialization tech, and 2 ship components, you can achieve -95% weapon cooldown, which means +1900% rate of fire. The tooltips are wrong, they suggest +95% rate of fire, but the effect is a weapon cooldown reduction.</

33 Replies 103,470 Views

Just specialize in missiles. They are cheap to produce and maintain. Much cheaper than missiles and kinetics. If you are trading ships 1 to 1 you are most likely winning (the war, because production comes cheaper to you). And late in the game with the proper setup they have: - highest rate of fire (by quite a margin) - highest damage - highest range I sure hope they see some changes with crusade...

14 Replies 175,690 Views

[quote]There is no manual and the tutorial is grossly insufficient. Unless you already know how to play, you can't figure it out. [/quote]Weird... I wonder how other people learned this game. They must have learned from the ancients... I wonder where they came from... In all seriousness though, I can't relate to this. To me it was sufficiently intuitive when I got into it. Maybe this video gets you further: [video]https://www.youtube.com/watch?v=A

14 Replies 175,690 Views

Just in case Brad is still wondering what the Torians did to get so powerful (4/5 Stream): Nothing. He scrolled the mouse wheel in while pointing at the wrong place in the race selection screen and it put them on genius difficulty. ;P In general I am happy to see he gets annoyed at similar things I do when I play this game. Is the AI fow-cheating (gifted+ difficulty) going away? :D

33 Replies 103,470 Views

[quote quoting="post"] There is a single change which I would LOVE to be implemented with Crusade, which will give the biggest change to gameplay for the better: Nebulae (nebulas?) should block sensor line of sight (as they would in the real world). Why? [/quote] In principle I am totally with you on this, but: In order to have this meaningful, the AI needs to stop cheating with the fow on higher difficulties.

8 Replies 33,927 Views

What might be cool is having the 6 nearest neighbor systems defined in the homesystem or semi-randomized so one could be guaranteed to find 2-3 useful things in them. Every now and then I start a game and become angry because the two closest rings of systems contain uninhabitable worlds, extreme worlds or habitable worlds which the AI reaches faster, because it has maphack on genius. Reducing start location randomness like this might not be appreciable for everyone, so having

23 Replies 138,585 Views

Crusade will change a lot about my arguments. Also my experience is based on medium to huge map sizes (~6-12 planets without conquest per civ). But for the current game, I would argue the following:[quote]My question is, as with the title, do people think that adding the additional 4 class 1 planets will be op once you start to unlock tech which gives you more tiles? [/quote]Let's forget about the tiles for a second. What do you pay for colonizing a class 1 and what d

6 Replies 15,306 Views

@Frogboy Are you talking about vanilla or crusade? If you are talking about vanilla: on insane you have 32 base admins + 4 from a govern tech and by going through the govern and influence tree you get a multiplier of roughly 3, so just about 100 admins. I think this what is not considered 'a ton' in this thread. In case you are talking crusade: Well, I think there is a lot of guess work involved. I think people would be very interested to see an

18 Replies 98,946 Views

@erischild Why are you building wealth worlds at all? Did you try without them entirely? I'm curious, because I don't build wealth worlds at all. I generate some income simply by upgrades to econ starbases and some by trade (maybe 2-3 trade buildings on that one planet... typicly my homeworld) and eventually tourism. And I pick Handy +2 as a racial trade. Very useful that one. Maybe it is because of difference in map size... is it more useful, because it allows

23 Replies 72,477 Views

[quote who="DivineWrath" reply="34" id="3669114"] Do off-type defense do any thing in battle? I have the impression that it does nothing. [/quote]It does nothing. [quote who="DivineWrath" reply="34" id="3669114"] How does does defenses work? I find it difficult to get good information on this. [/quote]Well, if you have a kinetic weapon which does X damage, it will remove X/2 points of defense instead of X hull points, if there is kinetic defense (regardless how muc

50 Replies 193,855 Views

[quote who="DivineWrath" reply="27" id="3668801"] I tested one of the repair modules "Structural Enhancement". It does work, repairing a ship slowly while in battle. However, it didn't seem to have any effect outside of battle. I was hoping for it to fully repair my ship after the battle was over, or at least be repaired by next turn. [/quote]1) Unlikely to happen. I seem to recall Brad stating, he does want huge ships to be something special, in particular in the sense, that yo

50 Replies 193,855 Views