Yeah. Once i found the like 3 relics anomaly within their ZOC and they just left it sit like that. I swoop in and rush 3 tech, felt so OP. Funny enough that AI love trying to hijack your anomaly instead of clearing their own. Civ5's AI doing better at cleaning up an ancient ruin (anomaly) than GC3's AI.
FreedomFighterEx
Please ignore the fact that why the mining base won't mine anymore resources when one being in use, or it will turn into generic mine/refinery route that most of RTS game doing. Civilization 5 also does what GC3 doing. But the difference is, if you don't have enough strategic resources to feed (go into negative) then all combat unit using that resources will get -50% penalty to their strength. GC3 could do this if you went negative, all improvement and ship system using that resources
[quote who="Mystikmind" reply="10" id="3651947"] Quoting admiralWillyWilber, reply 9 It basically only works if you have none thing else to do. So how can we make it easier? Have advanced construction modules in the tech tree with increasing numbe
IIRC the freighter will change it home planet only if you eject it from planet that sponsoring shipyard. If shipyard is within 6 ranges of any planet and you eject it out, it will let you choose one from all planet within range of 6.
[quote who="Mystikmind" reply="8" id="3650371"] I always wondered what happens to a ship with prototype components if i sell it to the AI? Does it give back my resources? The AI then has to use its resources to support it? In Galciv2 my ships would 'lose' hit points from experience, and many other things when sold to the AI, does this happen in Galciv3? [/quote] I should test this
I would love to swap the current component it has been equipped on the ship with the other one. Both older and newer because i hate to wiggle them to be on place where i want every single time. The ship part was too snappy and not always go where i intended start to engulf me with rage.
I though that was all AI have until i checking his treasury. Tosser was having like thousand in his pocket and trying to scam me into war wtih 150 credits. The deal that AI offer for most of it is fine except this one asking you to join war while paying you super cheap.
[quote who="Syrkres" reply="8" id="3649961"] I really like the trick of "Upgrading" once you use one constructor module. Especially early game and bases are far out. [/quote] Here is more trick that will make an AI hate you. You fit your cargo hull with nothing but hyperdrive and life support just to get it reach far away destination. Once you reached your intended target, refit it into heavily fitted cargo hull with constructor modules then build starbase on the spot. This
[quote who="admiralWillyWilber" reply="8" id="3650963"] I would like to be able to terraform all the land after researching all terraforming techs. [/quote] There was a mod that let you keep using the Ultimate Terraformer but it i seem to not update anymore. The closest mod we have now probably this one https://forums.galciv3.com/469459
[quote who="hfxnikolai" reply="2" id="3651022"] The Ai doesn't do either of those things. There's a lot of stuff the Ai should do, and doesn't, and does do that it shouldn't. Most of it is exploitable and should be fixed, especially in regards to diplomacy trades like useless bases and junk ships. The constructor through the wormhole is more of a human ingenuity thing. We primarily do it to get access to more anomalies - or hope to - it's
[quote who="Mystikmind" reply="2" id="3651893"] Don't forget, you also have to wear a pair of blue suede shoes, and sit at an angle of exactly 48 degrees to your screen and sing cum bi ya..... Does anyone actually use this useless constructor calling feature at all???? [/quote] They want to make it less annoying and micro-management but it's turn out to be the most inefficient and obnoxious instead. This is why i won't play with +2 i
[quote who="erischild" reply="5" id="3649892"] Wow, I haven't noticed that message. I am tempted to say that "constructor" is misspelled as "constuctor" and therefore it doesn't count, but I don't think that will work. Either something changed sometime back, or my memory is accessing a parallel dimension again. Thanks for the head's up! [/quote] IIRC, it was like this since the game came out as Beta. The spelling error g
[quote who="erischild" reply="3" id="3649522"] The Transport Specialization applies to Transport and Colony modules, not to Constructor modules. Darn. [/quote] Open your eye and 'ave a gander at this image http://imgur.com/a/OFKx8 Literally not "Transport and Colony modules."
There is a specialize tech in an engineering tree that reduce the mass of support module like cargo by 25%. That should be enough to let you fit two of them. Be sure to make two blueprint of that constructor, so you can exploit the upgrade refill. Use one constructor point then upgrade it to another blueprint for low price, it will refill the constructor point. This is better than build a new constructor, and it reduce the mess of sending constructor everywhere in the galaxy. Now you only nee