mortili

mortili

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

I actually only see this if the ship moves somewhere outside of sensor range. So its most like the update of the fow and not the shipmovement which is slow.

8 Replies 37,469 Views

Just tested the Informative Diplomacy mod, i also get those Debug messages ( Debug Message: No files found matching mask G:\Users\morti\Documents\My Games\GalCiv3\Mods\Informative Diplomacy (Edited)\Core\*.gc3wsdata) but the mod works for me. can you zip up your mods folder and put it on dropbox or something so i can test if it works for me?

28 Replies 141,866 Views

You need to start a new game for mods to take effect. The Star Trek Colors mod requieres another mod( http://www.nexusmods.com/galacticcivilizations3/mods/4/? ) Also if you have multiple mods that replace the same file, they wont work with each other.(you would have to manually merge the files) can you confirm that some mods do work?

28 Replies 141,866 Views

[quote who="shayvaan" reply="27" id="3670910"] Quoting Suomi Sotilashenkilo, reply 15 Although most of the stuff I've seen from the Crusade journals is pretty great, there is one really big thing that does worry me: I've always hated abilities that disregard everything about the game and everything you&#

63 Replies 429,222 Views

Thulium and Promethion are minable planets, so if you set habitable planets to abundant you will naturally have way less thulium and promethion, since there are less not-habiatable planets to turn into them, antimatter is just dependant on black holes, so more black holes, more antimatter

5 Replies 23,340 Views

The AI builds different ships for defense(no engines or life support) and offense, and as far as i know the AI will never use defense ships to attack, meaning it also wont use them to intercept your fleets.

28 Replies 92,578 Views

Have also nevers seen it this bad, but the AI still sends out way to many single ships, its funny because if it sends out fleets(which it does sometimes), those actually can pose a real threat to the player

28 Replies 92,578 Views

[quote who="erischild" reply="6" id="3664566"] You wouldn't need population near as much if you had flat production starbase modules. You wouldn't even need population growth as much. My thought is a module that gives 1 point production per turn at first tier, adds 2 points for second tier and adds 3 points at third tier, for a total of 6 per starbase. This would give a tall economy a chance to be a late game monster. As the General pointed out

10 Replies 12,827 Views

From what we have seen until now, there is no reason to believe that administration will change anything concerning wide/tall empire, since it is a hardcap to starbases only. I would like if colonies would also require administration, this would mean a tall empire would be able to build more starbases, and somwhat close the gap.

93 Replies 594,201 Views

[quote who="joeball123" reply="1" id="3663804"] If you have X manufacturing points being funneled into a project, then you get a modifier of min([BonusMax], [Value defined within the Bonus tags]*ceiling(X/[ManufacturingPerBonus]) from the project, where ceiling(X) is the function which returns the smallest integer Y such that Y >= X. For example, if you funnel 103 manufacturing points into an Economic Project, you would add min(1, 0.05 * ceiling(103/10) = 0.55 to the colony

3 Replies 5,734 Views