I didn't checked in my last game to know if something has been done about this. But I think it could be done easily by assigning a group name to saved ships. When a ship of group "group 1" becomes available, it would automatically obsolete the ship of the same group that has been previously set available. Ships with no group name would be available all the time until the player declare them obsolete.
Bertrand1234
Some ideas. 1. Starbases. The automatic sponsor assignation takes the nearest shipyard and the last built shipyard as the 2 default sponsors of a starbase. I think it would be better to take only the nearest shipyard, and to let the user add the other sponsors. With the actual system, I have to systematicly remove the last built shipyard from the list of sponsors of the newly created starbases. Another idea is to give the player the possibility to remove
Thanks, I didn't thought to it. So I submitted a ticket.
I had an idea of a DLC or expansion pack, in order to fight the precursors. The story: Some evil precursors have infiltrated the benevolent precursors community when they were ascending to an higher level of existence. They were discovered but due to their higher level of existence, they couldn't be killed. But the benevolent precursors found a way to reincarnate them. These evil precursors aren't happy, they are angry and furious. They want to exterminate a
I have the same problem of very slow ship movements in the middle-game and in the end-game, even with all graphic options disabled. I'm playing on maps of size "Immense" with 7 opponents and pirates.
Thanks to have tested the improvement, I didn't thought to comment out the DurantiumCost. So I will have to wait and see if the problem is solved in the next versions of the game.
EDIT: At the end of this post I give the numbers computed with the approval. I found a bug in my program, so the previous numbers are false, sorry for that. [quote]However how is it that the specialised planet with 24 tiles does not have a very strong +%science bonus on top of that provided by the starbases and only 16 food? What are on your tiles in these planets?[/quote]On this planet there are: - 1 innovation complex. - 7 discovery spheres. - 1 biomass
I may have done some errors, but here are the numbers for a research planet with 24 free tiles and 7 starbases: - Unspecialized: 1749 (research) / 1749 / 1749 (24 food) - without thulium: 2283 (research) / 1187 / 1187 (16 food, 8 research) - with thulium: 2615 (research) / 1047 / 1047 (14 food, 9 research, and one thulium data archive) So a +332 to research and -140 to manufacturing and economy. And compared to t
In the xml I pasted, the first improvement is the basic durantium refinery, that should be available without any tech, so I think "TechTree" is correct. But I pasted it because this improvement seems to need to be modified with a preclusion, like for the solar power plant, that have a preclusion for the fusion power plant and the quantum power plant. And the second improvement I pasted is the new building, the upgrade that should be available after researching the tech XenoManufacturi
I'am trying to design an upgrade for the durantium refinery, but the improvement appears in the list before the durantium refinery is built, and before the tech that allow the upgarde is discovered. I did like for the Solar Power Plant with the preclusion in the basic durantium refinery. Here is the xml: [code="xml"] DurantiumRefinery</Internal
I have decided to compute the power of these 3 improvements: durantium refinery, promethion reserve, and thulium data archive. 1. Without adjacent bonuses. In the middle-game and end-game, a farm gives arround +6 base population, so +12 with a 100% population bonus. And +12 to the base raw production, so +24 with a 100% raw production bonus. As the raw production is distributed in the 3 sectors, a farm gives +8 to each sector. The resour
I had the same idea for starbases: forecast an economic ring after an extension of the ZOC, it would avoid to review a second time the starbase, and avoid to search it on the map. A simple way to implement it could be to allow to build an economic ring even if there is no planet in the ZOC. The same idea for archeology modules and relics, and for mining rings and resources.
Personally, I like the power of strategic resource improvements. [quote]Right now they are pretty strong and its hard to argue they should not be build them on nearly every planet that can sustain them.[/quote] It is the reason why resources have to be mined. The advantage must be consequent, if no, why to play with resources ? I think the resources are also usefull to get mercenary ships, or to build very strong warships. Instead of modify these
Thanks, I will try your strategy.
I'm totally unable to win the Xendar mission, even in beginner level. The Xendars are invading my worlds in the early game and I haven't the time to get enough powerfull ships to resist to this invasion. Does someone managed to win the Xendar mission ? If yes, how to do ?
When I get the last land improvement, the biosphere for the terrans, I have to review all my planets in one turn in order to use this land improvement, and I have to review all the planets a second time when the land become available for a building. Having 100 planets or more, it is a very long task. So I had the idea to forecast the land improvements, that will be automatically built when the technology make them available. The forecasted improvements could be shown in
Thanks demo10050, this is what I was searching for. If the component is designed for non-Mercenary ships, it seems the AI needs a ship blueprint to use it. But I didn't see how to specify a blueprint for a specific component instead of a component type. Edit: found it for static ship blueprints.
I'am trying to design a terraformer ship component that convert a dead planet to an habitable planet when a colony ship is going to a dead planet. I discovered an action named "ConvertDeadPlanet" but the problem I have are: - which event I should choose to trigger this action ? - What are the parameters for this action ? - Can this action target a single planet or is it for converting a large number of random planets ? I tried the event "OnCo
I would like to design a colony improvement that change the trait of a planet to a desert world. Is it possible ? If yes, how to do it ?
I was doing the same on the planet, but I'am using starbases only for manufacturing worlds, up to 6 or 7 starbases, and this make the difference. For example, for a class 17 world with a tile for a quantum power plant and a "tower of approval" of the malevolent ideology, it remains 15 tiles. - On research world with no starbases, the program says I have to build: 4 food improvements, 3 approval, and 8 research. - On a manufacturing world with 4 starb
[quote who="Horemvore" reply="10" id="3643705"]Dude no wonder you found it hard and decided to mod it to suit you better, you simply do not understand the mechanics. GC3 is all about RP and the single biggest booster to RP is....Population. Your homeworld should have 80+ pop at least. (I aim for 150)[/quote]Today, I have programmed a software that compute approximatly the best number of food/approval improvement to build in function of the available tiles on a planet, and in function of the n
[quote]My best guess is that you have too low population at your planets. Otimized economy is something like: 50-70% of planetary improvements are food and approval and every planet has 5+ economic starbses covering it.[/quote]Thanks for the tip, I will try. Arround turn 300 my homeworld have a population of 25, with a cap at 29. [quote]Instead of bowing to our considered opinions of how to play within the rules as is, you have decided to change the rules. As far
I don't think my mod turn the game to a military only game. I actually test the gameplay and like with the standard settings, I have to mostly specialize my planets with economic improvements and build economic starbases. About diplomacy, I also had to research diplomacy to avoid wars because my military was late compared to the AI's ones. I did this mod in order to resist to a war with one other race, with standard game setting I was unable to securize my plane
Arround turn 300, with 55 planets, most of them with economic improvements, and 32 economic starbases, i get an income of 1700 credits. Which allows only 200 ships at 8 credits of maintenance, so 4 ships per planet, and nothing to defend the starbases/shipyards, no patrol or invasion fleets, and no money to do things like rushing a colony improvement, rushing a ship, nor upgrading old ships. Another example, 77 planets, 48 economic starbases, all economic techs, and an income
I thought to an improvement to the planet user interface that would allow to request ship construction and automatic sending to the selected planet. After double clicked a planet, on the planet user interface, there could be a tab named "ship management". In this tab, user could select the sponsor shipyards for the planet, by the same way he can do it for the starbases, by clicking a button "sponsors management". These sponsor shipyards will be charged to build the ship