mortili

mortili

Joined Member # 5341627
5 Posts 308 Replies 1,396 Reputation

the starport is of Type "Military"(Ship Construction) and SecondaryType "MaxManufacturing"(All Construction), factorys give NeighborBonus to "MaxManufacturing", so yes they should. (At least in Retribution 3.8) Which version/dlc do you play?

7 Replies 29,746 Views

It depends heavily on what you put on the map. more factions/planets etc will slow the game down too. I like to play on the biggest map, with only 10-20 factions and limited (habitable) planets, so even with just 24gb ram it works just fine. On all abundant with 50-100 factions it would probably get really slow^^

5 Replies 53,769 Views

Its not something that can be "fixed"(its not a bug to begin with) If you dont tell the game where to animate the weapon effects from, then how should it know? The only thing they can do is to change that one effect depending on what weapon the ship has.

22 Replies 95,414 Views

look in ..\Galactic Civilizations III\data\Schema\Enums\ModifierEffectTypes.xsd for both ValueTypes and ModifierBonusTypes but i think your looking for StatTypes? thats ..\Galactic Civilizations III\data\Schema\Enums\StatTypes.xsd

3 Replies 30,426 Views

[quote who="Publius of NV" reply="1" id="3718675"] No, I don't know precisely how it works. I've seen it described as allowing ships to heal 2 points each turn during a battle. However, I almost always take it rather than one of the other two because about 80% of the time, in my experience, my fleets emerge from battle with full hit points, even if I see them taking damage in the battle viewer. So despite not knowing how it works I consider it valuable. [/quote]</p

3 Replies 16,912 Views

ships are actually more a problem of cpu (pathfinding), a big factor for ram is fow, which also means if you play with less than recomemndet factions you need less ram, thats why its no problem for me to play the biggest maps with only 24gb of ram. I also think a hardcap isnt the best way, just make a popup when you try to start the game with less then recommendet specs, that tells you its not a good idea but you can just click do proceed anyway^

25 Replies 180,441 Views

Sythetics are really bad early on, because they need excessive amounts of Durantium/Promethion. Also their factories and labs are weaker. Basically they are weak early but can get extremly powerful later (if you let them or if the AI lets you^^)

15 Replies 1,182,204 Views

yep and it has been like this for a long time(way before crusade) the only change is that now the price goes up by 10 for every ideology, instead of going up by 10 for the ideology you choose and 5 for the other two

18 Replies 80,940 Views

you can just look at the metaverse, there a lots of people who finished games on the biggest map. btw i did too in 2016^^, dont really have time to finish them nowadays :(

4 Replies 29,891 Views

[quote who="Seilore" reply="186" id="3692678"] Quoting jirkaesch, reply 185 This. Approval should provide natural counter to population over-exploiting. Having planet with low approval should have severe consequences, ending with that planet rebelling - which would also enable interesting spy strategies. I am gr

299 Replies 1,808,810 Views

I usually build(sometimes rush) the research-improvement first, then build a shipyard. Its really depents on your map settings, with the settings i play with it can take 20 or more turns to find a habitable planet, so its way more important to use the credits for a mercenary than to rush buy an outdated ship i dont need anytime soon...

14 Replies 103,956 Views

For some reason they decided to hide the secondary types of improvements for crusade, so you just dont know which adjencies do work on which improvements. Hard to say if they wanted the "military"-improvements(planetary shields etc) to benefit from all-construction and forgot adding the secondary types, or if it is intentional this way. (So the game works properly, but is pretty bad at telling us what works :/)

3 Replies 9,602 Views