FreedomFighterEx

FreedomFighterEx

Joined Member # 5293002
10 Posts 229 Replies 5,679 Reputation

AI seem to have more starting funds compare to player. They shelling out 4 colony ship fast and it cost 875bc each in my game so it is not possible to buy those with 2,500 starting funds. AI always cheat to get some advantage even on normal but it isn't that much. It is just for spice thing up since human brain still overpower them. I don't mind them expand like rabbit. More planet for me to invade.

12 Replies 72,878 Views

Deep Core Mine is social construction. It is not buildable in your homeworld. All, social, and ship construction now separate entity.

4 Replies 9,707 Views

[quote who="Pawel25" reply="2" id="3675743"] Quoting FreedomFighterEx, reply 1 Aid Research is a project. Not an improvement. Xeno Factory require 1 Durantium to upgrade. Im building that project which shows 68 turns..... but tile is empty. [/quote] Ma

5 Replies 40,622 Views

[quote who="Ed49663" reply="7" id="3675740"] Quoting Frogboy, reply 3 Gameplay. It isn't related to Crusade one way or the other. With the changes to Crusade, I can probably make the map bigger. That said, it's pretty disheartening seeing Crusade at 41% because people think Crusade is changing

35 Replies 125,019 Views

Aid Research is a project. Not an improvement. Xeno Factory require 1 Durantium to upgrade.

5 Replies 40,622 Views

[quote who="Frogboy" reply="3" id="3675721"] Gameplay. It isn't related to Crusade one way or the other. With the changes to Crusade, I can probably make the map bigger. That said, it's pretty disheartening seeing Crusade at 41% because people think Crusade is changing map sizes. [e digicons]:([/e] http://store.steampowered.com/app/527070/Galacti

35 Replies 125,019 Views

I never notice this with GC3 but Crusade seem to let me hotload any change i made on the fly now. I fiddled around with XML while the game was running then i hit start game and it load all change i made on the fly without need to restart the game. If it is a new thing for Crusade then that is quite nice QOL for modder.

2 Replies 16,350 Views

All of old traits still there but their bonus changed so those custom races still benefit from it. They don't get to enjoy the new one obviously, unless you edit them to have it. The game itself seem to have fail-safe mechanic, if custom race missing something or has an unknown, it will be force to use default settings instead. I accidentally deleted my custom fleet design and the game kicked it back to use default Arcean instead. Old XML mod probably not going

6 Replies 22,384 Views

[quote who="krbjms" reply="3" id="3675302"] Don't know, still works for me. [/quote] I'll try again in next game. Already knee-deep in the current one. It doesn't show up after i researched the requisition tech, i am using Iconia tech tree. [quote who="admiralWillyWilber" reply="4" id="3675306"] I would say if the ai isnt using it that probably mean you need to fix the strat file. [/quote] Maybe i'll just combine the dead world colonization line in

6 Replies 13,767 Views

[quote who="krbjms" reply="1" id="3675172"] Have you tried the mod " Dead Planet Colonization Module" off of Nexus. I use it some. The only problem is that it can quickly over balance the game to your favor once you get the tech. Once you research the tech you can build a ship with that module (only one) and a colony mod added to it. You can get it at http://www.nexusmods.com/galacticcivilizations

6 Replies 13,767 Views

I been getting annoyed by galaxy load of dead planet that is uncolonizable. I wish all of planet is colonizable but most will either be super low class (below 6) or extreme planet that require tech to stabilize it. Although this would make one mercenary that can turn dead planet into class 16 useless but it is just a small part. I do try with in-game option that increase the amount of habitable planet but still, most of galaxy will fill with dead planet anyway. Where should i look into XML to

6 Replies 13,767 Views

[quote who="Franco fx" reply="6" id="3673861"] A year or so (maybe nearly 2 years) a number of us weighed in on the sensor issue. Those who wanted them nerfed won the day and I consider the issue settled. All I want is the ability to mod the sensors the way I want them. I don't do multiplayer so how I play should matter to nobody. Anyway it is fixed as of now, and it should last until the next update. [e digicons]:)[/e] [/quote] Same, since the AI cheated and know where you

7 Replies 10,187 Views

Gauntlet, it is seem Endless Space 2 is going with what you were thinking. Resources per turn while each deposit generate difference amount of resource range from 1 to 5 from what i seen.

36 Replies 82,988 Views

[quote who="trims2u" reply="19" id="3652222"] RTS have never adopted that model, and use the "bank" approach where you get and spend in discrete chunks. 4X games essentially have modeled something similar, though GC3's is a bit unusual in that it requires a fixed amount of a resource to always be available when you build something that requires it. [/quote] You either never play RTS or on drunk because every RTS use this "bank" system you are refer to.

36 Replies 82,988 Views

[quote who="mortili" reply="14" id="3652083"] I also use the auto-upgrade extensively, with around 14~ Starbases per Planet. you just have to use a 5-Module-Constructor, build Starbase click the 4 Modules and forget, everything else happens automagically^^ [/quote] Yeah, when you capable to stuff your constructor with 3 or more modules then this system wasn't that bad taste but it still not good enough on the early-mid game.</p

15 Replies 9,471 Views

[quote who="Mystikmind" reply="12" id="3652039"] Quoting FreedomFighterEx, reply 11 Take note that this also happen in Civilization 5. You could build a tank (it require 1 oil) and gift it to an AI that doesn't even research a tank or has any tech that let them know what the heck is oil yet. They will get your tank but

36 Replies 82,988 Views