Added a new version with AI improvements moved some techs, and added the small navigation center, this is mostly because every Planet should have a navigation center (they DO stack), and getting the AI to do this is a bit tricky^^
mortili
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:
[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
happy birthday :)
it has to do with landmass on the planet, try the yor homeworld it has alot landmass
you can kinda do this already: just give the AI X Credits and ask for Y Credits per week
[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?)
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)
[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
the problem is that the color-system would need 101 different colors... what they could do is to show the land percentage on each tile
[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
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..)
just move your mouse over the bar, it shows you how many techs you already researched and how many to the next age
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
[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
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
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
means you need troops on the transporter to invade (it also shows this message when you try this with a fleet without transporters)
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...
yeah more art to make custom civs would be great
you could just give a military-manufacturing bonus to the colony, it will add to the manufacturing send from the colony to the shipyard. (not sure what happens when you use a flat bonus)
[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
the last time i tested this you didnt havve any way to grow population yourself, only way was to buy it from the ai^^
true but it is pretty easy to reach a point where you can build 1 building+ 1 ship per planet per turn and research 1 tech per turn. at this point all production that gets into overflow will never be usable. (this was the case in b5, didnt have enough time to test this in b6)