[quote who="Larsenex" reply="21" id="3663681"] In response to Noric who wants unlimited amounts of constructors. The game was getting 'too messy' and there needed to be a cap on things a player can do. Putting a soft cap on the number of star-bases a player or ai can build will go a long way to help minimize star base spam. One of the biggest complaints was the micro management associated with the game and star base micro in particular. By limiting how many a player can build now
mortili
[quote who="lyssailcor" reply="2" id="3663570"] Ah, I see, thanks a lot [e digicons]:)[/e] Edit: hm, when I modify a DLC xml, how do I incorporate that in my own mod? Does it suffice to copy the modified file to the \Game directory? [/quote] Yes
IconianTechDefs.xml: IconianPrecursorTraditions PrecursorTraditions IconianPrecursorTraditions_Name Iconian_Tree IconianPrecursorTraditions_ShortDec IconianPrecursorTraditions_Dec <br
Go to Diplomacy -> Treaty Details(Bottom left) -> Click on the Treaty -> Click Break Treaty
It will be stored for later use, also you will get it back if the ship/improvement that used it gets destroyed. When the Mining-Starbase gets destroyed you lose the Durantium, but ships/improvements which use it dont get destroyed.
[quote who="lyssailcor" reply="3" id="3662836"] One thing to note that I experienced while testing: I never saw an AI fleet with another payload than 2.5 pop. With my little mod that is usually not enough with conventional warfare. Although I see the AI try to invade several times in short intervals, they don't seem to be able to create fleets with more soldiers. If that is really the case then the AI is at a clear disadvantage with my mod. [/quote] They h
That just enables this Weapon Type, you get the same stats on the Weapon-components too.
Thalans are still pretty op, ontop of hives they get 1 additional Terraforming-improvement, an additional tech-branch with Capacity-bonis, and various bonis to Weapons/Defenses, most notably Jamming, also additional Diplomacy/Influence Improvements (not that they would need them...)
Iconian have huge tactical repair, 0 maintance for ships and can use all extreme worlds to 125%, downside is that most comes pretty late
Its a bug since beta(?), it actually only gives a wealth-bonus to the recieving faction, the same is true for the other treatys as well.
[quote who="joeball123" reply="1" id="3662247"] ... As far as how it factors into weapon choice? I would say that the only time this factors into weapon choice is if you're trying to manipulate the computer-assigned default role into being what you want the ship's role to be. [/quote] Its only really relevant if your modding shipblueprints for the AI, sice they cant change the role^^
thats because Frogboy decreased the amount of Starbases the AI builds, i guess this is in preparation for the Administration-thingy
This will change it so you alway see Strategic icons: https://www.dropbox.com/s/jyqrzyld82s9026/StrategicZoom.rar?dl=1
nope, unlike gc2 all weapons of one type are treated as one weapon, so they share the range, cooldown etc.
[quote who="lyssailcor" reply="40" id="3662043"] Quoting dstjames, reply 39 I dont like how the weapons/ship sizes are done now. I think larger ships should have larger weapons that do more damage but are easier to avoid by small nimble ships so that you need a mix of ship sizes to handle different threats. <br
I think you can mod this, GalCiv3GraphicsDefs.xml in data\core [code="xml"] 500 3050 4000 2000
You are and were for a long time able to, but i guess what your asking for is without modding(?), and thats still a no.. (not even sure if there are any concrete plans for at the moment)
btt: -I agree, that all DLCs should work in multiplayer -(not only for multiplayer) I would also like an option to set Idiology costs, so you can choose to have high cost (2x, 4x,..) or low cost(0.5x, 0.25,..) for ideology
from 1.9, and it has been like this for quite some time now, dont even remember anymore in which version they changed this
the colony-unique buildings give +0.2 points per turn, the player achievements give +0.5 and +1 per turn (pragmatic only gets one player achievement with +1 per turn) do you play with mods which change this?
Well but thats basically your desicion, if you would build idiology buildings whenever possible, you would be getting 15*0.2+0.5+1=4.5 Idiology-points per turn, which makes ~16 Turns for the next idiology then ~19, ~22... seems pretty reasonable to me (of course this is only true if you focus on one idiology, and this is not pragmatic, since they only get 2 Idiology buildings)
Without modding, unfortunatly not.
[quote who="Syrkres" reply="2" id="3661465"] Yes, that would be great. Again because I see a faction being ground to bits, and at the one time I may only have 1-2 ships, but over 50 turns (which I believe is the trade cycle) I can't offer any more help. [/quote] Its 8 turns, i think it was more in beta.