mortili

mortili

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

This Mod is still in Beta, if you want to give feedback you can try it out To Install: Simply unpack in: My Documents/My Games/GalCiv3/Mods/ and unpack the Designs to My Documents/My Games/GalCiv3/Designs/ Enable Mods in Ingame Options and restart newest version:

23 Replies 18,783 Views

[quote who="Suomi Sotilashenkilo" reply="10" id="3568758"] This is one of my biggest problems with ideology right now. Each ideology isn't so much an ideology as a choice of allies and bonuses, which kills immersion. Evil races are pragmatic by design because they don't hate everyone whereas good races are hated by pragmatic ones...? Choosing malevolent events should generally give you better bonuses but cause problems either for your civilization (reduced

25 Replies 148,468 Views

[quote who="naselus" reply="1" id="3566146"] The AI will only use ship components if they're in a blueprint - it doesn't really use the ship designer, it just has auto-upgrading blueprints to pick from. [/quote] The Blueprints work with ComponentTypes, meaning that you cant make a Blueprint with a specific Component (or can you?)

6 Replies 12,235 Views

Im working on a Faction with its own Tech-Tree, Improvements and Ship-Components, but right now the AI only builds a new Terraforming Improvement i made and a Military/Approval Improvement. The other Improvements and Ship-Components are completly ignored. Someone an idea how i can make the AI use those things? (I Already tried changing the Placement types of the improvements but that didnt help)

6 Replies 12,235 Views

[quote who="rspiccaver" reply="4" id="3565760"] No, he means make sure the of any new entrys you make is unique. It's easy to miss changing this if you copy and paste a previous entry to use as a template. [/quote] yep, but the filename should be uniqe too

5 Replies 5,663 Views

[quote who="naselus" reply="7" id="3565658"] That said, as has been pointed out before, morale can be overcome or even ignored quite succesfully. The one change I might suggest is that it seems more logical for % mods to affect the flat positive morale portion prior to subtracting out the negatives. Otherwise the % buildings are effectively gated by the presence of sufficient flat morale bonusses. [/quote] &nbs

12 Replies 32,388 Views

Files you need to create a new star system are: StarDefs, StarSystemDefs, PlanetDefs if you want to give this to a custom faction you also need FactionDefs you can just copy the base file into your mod folder and delete everything exept one entry in each of this files, then just change this to your liking. remember to change InternalName to someting uniqe (like "Larsenex_Planet", "L_StarSystem" or so..)

5 Replies 5,663 Views

just move your mouse over the bar, it shows you how many techs you already researched and how many to the next age

12 Replies 35,109 Views

at the bottom of the research screen is a bar which shows you in wich age you are. you need 12 techs to get to the second, 100 techs to get to the third, and i think 250 to get to the last

12 Replies 35,109 Views

[quote who="marigoldran" reply="15" id="3562832"] If you have the Dense trait (more mass can be packed on ships) pick up the tech that lets you build "Small hulls." This means you can now pack colony modules on a much cheaper frame. [/quote] yeah i use that sometimes to get closeby planets, but most of the time i use a cargo hull with: colony module 4x enviromental support 4x ion drive after my first 4 techs those

34 Replies 193,804 Views

As Yor i usually get this techs first: 1. Interstellar Travel (+1 Moves, and better sensors, engines, range modules, a must have) 2. Transportation Specialization (30% less mass for support modules, this works also for carrier modules!) 3. Ion Drive 4. High Output Drives 5. Xeno Commerce 6. Supportive Population (+4 to moral early on is op) 7. xeno entertainment 8. Interstellar tourism (money for free :) ) 9. univer

34 Replies 193,804 Views

your ZoC doesnt increase past the borders of your Planet, what you see on the map is your ZoI (Zone of Influence) I dont think it makes much sense to get or lose logistics because of Influence

6 Replies 7,073 Views

means you need troops on the transporter to invade (it also shows this message when you try this with a fleet without transporters)

6 Replies 7,518 Views

erm the ZoC in GalCiv stops at the border of your Planet, what your seeing on the map is your ZoI (Zone of Influence), it also shows you that when you hover over it...

10 Replies 61,894 Views

[quote quoting="post"] Seems to me you should be able to save ideology points and not spread them immediately when you get another to unlock next benefit in that tree. This mainly helps when you working on more than one idealogy tree. [/quote] just pick nothing and click done [quote quoting="post"] Also I am curious why you can't save construction points on a starbase - makes it easier to manage upgrades - b

1 Replies 2,533 Views