This would be a lot easier to make some regex for if the specializations were in order. Some are (1 then 2 then 3), but others are (1 then 3 then 2) It also doesn't help that one of the Drengin techs has a space in its name, and the Yor have a spec with 4 instead of 1 (3 options, but 2 3 4) Slowly getting there though.
Niedzielan
[quote who="TheBirthdayParty" reply="3" id="3541986"] Quoting tungchiawah, reply 2 Your total manufacturing is 715% of your raw manufacturing. That's 100%+615% in bonuses. Working backwards, 68.8 divided by 7.15 is about 9.62. The game doesn't show the extra digits, but does calculate them. A Durantium Refiner
Ok, I've got something that works. And it's quite nice. It adds new versions of the specializations that require one of the originals. This lets it be an addon rather than replacing. There's just one problem - some of them don't appear in Tech Tree, but they do on the normal Tech screen. http://steamcommunity.com/sharedfiles/filedetails/?id=434268818 I could increase the cost,
I can get it to work... kinda http://steamcommunity.com/sharedfiles/filedetails/?id=434249376 I can simply remove the specialisation line, but that makes 3 branches (since it's A OR B OR C, each one needs a branch). This is fine, since researching any one of the specializations unlocks all of the branches. The problem is that there are 183 (ie, ~61) specializations. The Tech Tree can't draw t
In Beta 6, all the Ideology buildings give points per turn instead of one-off, though the tooltips need updating. Pragmatic has the Arbitration Center that can give points per turn, as well as the Preparedness Center that used to give the one-off bonus
It only appears to cost that much. If you rush it, it will have the correct cost. However, you do need the full amount of credits to buy it in the first place. This issue has been around for a while and I'm fairly sure the Devs know about it, but you might want to submit a ticket about it.
You could, of course, download my mod and have the research rate set at 25% (or 10%). Then you won't get everything for a [i]long[/i] time. (Horray for self-promotion) But yes, this doesn't address the issue of the amount of specializations and techs. It just seems like there are so few techs - if you start as Intuitive, you can get more than half the way through Age of Expansion, maybe all the way through if you pick the 12 lowest techs. And I'm not saying
[quote who="Azazell83" reply="91" id="3541824"] Galactic Civilizations III Beta 6 is now available on an opt-in basis. This is the final large beta patch before our May 14 release date. If no major issues are discovered, we plan to release Beta 6 tomorrow. I don`t understand.. Opt-in version is the last version before release premiere? Or today (tuesday
Quick fix found on the Steam forums: http://steamcommunity.com/app/226860/discussions/1/620712364020677233/#c620712364021381716
[quote who="Ed1975" reply="1" id="3541807"] The numbers still don't make sense though: (5) for +3 and (-8) for -3?? [/quote] By the looks of it, every 2 is a new + or - so (1) or (2) would be +, (3) or (4) ++, (5) onwards +++ Obviously, there is limited room, so more than three +s wouldn't work. If you had a bonus of 20, that'd be 10 +s!
Just had a look at your saves... That's not Krynn - that's Iridium influence! It seems like there's [i]ONE[/i] planet that's giving the influence. Notice how (in the unexplored space) It's [i]all[/i] straight lines. They have one planet (Henrik III) with 2018 Influence, growing at 1.1 per turn. I don't have much time atm, but in a few hours I'll take another look, if it's not already solved. I expect it's an ideology thing.</
Updated for Beta 6, added a couple new mods.
One idea that might work: Cheela, from Robert L. Forward's [i]Dragon's Egg[/i]. They originated on a Neutron Star, "intelligent creatures the size of a sesame seed who live, think and develop a million times faster than humans." Maybe bonuses to Research, Growth, Miniaturization (for their size and rapid development) A very interesting race from a very interesting book.
I can't seem to find any errors in the XML. Can you remember: 1) which option it was (first, second or third)? It should be Benevolent, Pragmatic, Merciless. 2) Which event it was. There are a lot of events and scrolling through them, it's easy to miss Is it possible that you accidentally selected the wrong option? Try colonizing another planet and see if it happens again.
[quote who="stevepeach" reply="2" id="3541539"] I am definitely channeling Civilization V in that if there is no action to be taken on your turn, you should be able to automatically advance to the next turn with Auto End Turn enabled. [/quote] What if, in that turn, a foreign transport nears your homeworld, and since you're skipping turns, you miss it and can't get enough defenders there in time when they declare war on you and invade?
[quote who="Dumhed" reply="16" id="3541503"] I have a mod written for this, though it would be nice to have built into the game. It is a military starbase module which slightly improves repair rate within its area of effect. Once release is out, hopefully the steam workshop will be up and running and we can easily share the things that have been created to make up for some of these kinds of deficiencies. [/quote] Workshop will c
[quote who="Deafgh24" reply="21" id="3541502"] Thank you for replying Island Dog. I had purchased my game through steam so my Galciv folder is placed under. This PC/OC (C:)/Program Files (x86)/Steam/SteamApps/common/Galactic Civilizations III and i believe the folder they want is Galactic Civilizations III/Gfx/Factions but it seems like an odd folder because the content inside is the leader FGs, BGs, potraits and race logos. but i suppose i will use that [/quote] The "Steam/
[quote who="scara_monga" reply="68" id="3541466"] Can someone please test this modified version of my mod. Has its own starsystem now, and all seems OK, except I'm getting TWO 'stars' in the system??? Also, is there any way to change colour of planet types? Like, I want Jool to be green etc. [/quote] There are two stars because you've made it a BinaryStar system (Bi- meaning two). Change it to UnaryStar if you only want a single star. To c
[quote who="Avatar137" reply="46" id="3541391"] Quoting Lightbanee, reply 45 Oh so patch is coming out today? Hope it fixes that damn combat viewer bug, I can't get past the second combat never fails to lock up That is what was stated before, but so far, Brad/Frogboy has only been saying "
Do you "need" most things in most games? I doubt it. Why should you feel you "need" to do things? As long as you don't feel obligated to do so - that would be horrible. I don't "need" to use diplomacy at all. Or Ideology. Maybe not research, after a while. But I [i]can[/i] use them.
[quote quoting="post"] one option would be to be able to toggle things much like you would on the minimap toggle anomalies, planets, stars, rally points, etc [/quote] +1 [quote quoting="post"] currently if you play the larger maps and zoom out it can get pretty messy with hex lines (which at the furthest zoom become a mesh mess (these should fade out as you zoom out)) [/quote] You can hide the hex-lines wi
Well, that was quick. http://steamcommunity.com/games/SteamWorkshop/announcements/detail/208632365253244218
[quote who="TheBirthdayParty" reply="5" id="3541320"] Quoting Larsenex, reply 3 The minor resource bonuses stack. Those little bitty 5% can quickly turn into 135% in size of ship, hit points, Economy, Range, Ship speed, Morale and Research.....I trade all my stuff just to get them from all the AI, it will about mid game make you the m
I assume he meant 1/6th from Beta 5, not Beta 5 Patch 3 (though if it is the latter, all the better). Still, it's a significant difference.
In one dev post I saw, they said that Beta 6 uses 1/6th the memory of beta 5. if this is the case, then 4GB should be enough, at least for normal operation. http://steamcommunity.com/app/226860/discussions/1/618460171321014302/#c618460171323547099