mortili

mortili

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

[quote who="Falkoner" reply="15" id="3625875"] Another way is to make ideological choices more expensive once you have chosen a path. As soon as you make one choice in pragmatic, the choices in the other 2 trees could become way more expensive. [/quote] This is already there since beta something^^ the biggest problem right now is that ideolog

20 Replies 15,329 Views

[quote quoting="post"] Also are they even working? I don't see anything in the tool-tip. [/quote] They do work, just not like one would expect: The one who gives away the treaty gets credits, the one who recieves the treaty gets +25% to research/influence growth/manufacturing for 50 turns. (this stacks, i have got around +500% to research in one game^^) Those are also two-way-treaties meaning that if you give aw

3 Replies 7,814 Views

[quote who="Falkoner" reply="35" id="3624960"] by "shipset", you mean, If I play a custom race with Terran starship models, only the Terrans in a next game could use my ships, if they have the appropriate tech? [/quote] yep [quote who="Falkoner" reply="35" id="3624960"] If I download ship models from Steam Workshop, the AI would never use them? [/quote] they should be able to, since you have to build ships ingame, and you have t

36 Replies 164,088 Views

[quote who="Falkoner" reply="33" id="3624787"] On Godlike (and maybe other levels too), I thought the AI was supposed to also use your own ship models against you, if it had the required tech. Does it not do this? [/quote] It will use your designs if they are available to them, so they need the same shipset, techs and miniturization and they also can only use designs from previous games AI-Difficulty has nothing to

36 Replies 164,088 Views

[quote who="stevezar" reply="3" id="3618238"] Ok I dont think either of you really got what my issue is, and maybe its not an issue for you I dont know. Maybe you have the tech tree memorized and never want to go look around in it. My problem is if I am researching some particular tech in say the colonization tree, and I click on the warfare tree, just to look at it , then BAM! I have changed what I am researching, I am now researching whatever was at

8 Replies 9,778 Views

[quote who="exelsis" reply="16" id="3614968"] The first part sets scavenging to true. Unrelenting, ancient, and coercive are all like that. [/quote] Synthetic and the yor tech-tree are similar

25 Replies 45,627 Views

[quote who="Syntax_VI" reply="675" id="3612696"] also, one thing that may help with constructor spam is if the AI actually used constructors for things other than mining/economy. Some time ago they simply stopped building defensive upgrades on starbases. I'm not sure what caused it , and have not gotten much feedback on the regular forums as to wether or not its a problem in the base game, but it is (not) happening in the mod for sure. They still build an

735 Replies 1,237,011 Views

5.3 * (1+0.05+0.1+0.1+1.29)=5.3 * (2.54)=13,462 the difference probably comes through rounding

4 Replies 13,888 Views

In the engineering-tree(or similar/the orange one^^) under the life support techs there are the techs called "Support Field Mastery" and "Exploration Extension", they give you acces to starbase modules which increase their range by 2 each. u can actually get even more military-starbases around one planet, since they get a +4 to range from the start giving them a total range of up to 13 (thats really big :D )

8 Replies 45,234 Views

Its because the game calculates it as (Flat-Values - LEP)* Percentage-Values if i understood it correctly LEP will be gone with 1.5, but for now the best way is to simply build economy starbases (you can get up to 12 around 1 planet, each of them giving +5 Flat-Moral) or tke the patriotic-trait you can also mod it out: copie GalCiv3GlobalDefs.xml to a new mod folder and search for GlobalInterColonyMods, then change Value from -0.2 to 0

8 Replies 45,234 Views

the schema only allows 1 Target unfortunately, they could change it to allow more then you could add them like this: ShieldStrength Global Ship Shipyard Starbase Multiplier</

2 Replies 4,047 Views

[quote who="a0152570" reply="5" id="3600363"] Quoting ironangel2k2, reply 4 Thats what I was afraid of. Thanks for the help. I wonder why they did it like that, instead of making it an XML file. Paul gave a reason but i forget what it was. Made sense at the time however [e digicons]:grin

6 Replies 9,907 Views

[quote who="redviper37" reply="16" id="3595707"] I just don't see these AI improvements. The AI is just as bad as it was in 1.3, except it now "specializes" planets, wich means it now takes some random planet (no particular bonus) and decides to maximizes research or production on it, ignoring entertainment or food production and totally ignoring tile bonus, even if it would work for the chosen specialization. [/quote] Thats just not true, my tests s

60 Replies 170,717 Views

i dont get your problem. i set my slider to 100% military at the start of the game and never ever move it. If i want to build on the planet i simply shutdown the shipyard. this doesnt impact early game at all. It does impact lategame, where you have enough manufacturing to build buildings and ships in 1 turn simultanuesly

19 Replies 18,935 Views

[quote who="Gauntlet03" reply="27" id="3593670"] Yeah, I tried last week to make a custom home system. It can't be done append style. [/quote] It can be done in all append style, my arceans actually do exactly this: post

33 Replies 25,055 Views

it could be both, since in earlier versions of the game it was exactly as he wants it. Thought there were people complaining about it, because it lead them to believing that the turn was over when it wasnt so im not sure if they cut it out intentionaly or not :P

4 Replies 15,142 Views