nice mod, question though. I'm unable to build xeno farms on any of my planets human race. I looked at your code and found ArableLand so do i need to have your new resource in order to build basic farms? I removed the code above from the preqs and now I'm able to build xeno farms, had to start new game tho. Thanks
curt2013
[quote who="Stohrm" reply="3" id="3682572"] I definitely agree that the Command Ships should have weapons and such. I'm also disappointed that they don't seem to be upgradable (other than via Promotion; but I wasn't thrilled with how that works either. Well, I found the CommanderStaticBlueprintDefs.xml easy enough; but apparently all the basic commanders are the same for all the races/factions. That won't quite work
Has anyone seen the ai use anytype of commander or upgrade from commanders. Had a game with 500 turns gone by and decided to fow to look and not a one i could find.
[quote who="a0152570" reply="1" id="3678189"] Can you figure how to make the commander start in back instead of being out front? [/quote] Have not looked at the bai and probably wont touch that.
Nexus link to Mod Installation: Drop in mygames, GC3Crusade, Mods I thought it was silly that a command ship had all that hit points and no weapons to back it up. I also found it unrealistic that by just adding a command ship it magically adds hp across the fleet. I found it more realistic that a ship would buff in other ways such as below. 1) So what I did is nerf the hp for the
[quote who="ScrivenerOfLight" reply="10" id="3678048"] So, after some testing, I found that even if you use the same internal name of an anomaly group, I believe the game treats the mod as a separate group. I modded the original AnomalyDefs.xml to have only one Artifact and modded in a separate append mod with a single Artifact using the same internal name for the anomaly group. Only changes to the group weight mattered. If set to the same value, the anomaly frequency was 50/50 and the a
My interceptor drones are not working, they are out of range every time during view battle also the mouse over info shown for them is incorrect.
Does the Star Trek mod have all the other mods in it? Thanks
Love the mod thanks for all your hard work Cheers[e digicons]:beer:[/e] [e digicons]:beer:[/e] [e digicons]:beer:[/e] [e digicons]:beer:[/e] [e digicons]:beer:[/e]
awesome thanks guys
This looks great, will try for sure.
I would like to add these changes to my game but don't see were to download it at. Thanks for your effort in doing this.
[quote who="Taslios" reply="2" id="3677428"] Back in early GCIII I was totally on the scale speed/research/etc to map size bandwagon. But I think scaling admin directly to map size from the start of the game would be a huge mistake. Here's why: 1. Puts undo emphasis on colony rush. 2. would make tall empires unviable. 3. Removes the need to balance the opportunity costs of advancement.
That's great Gauntlet, Thanks
Ah thats great news, I literally cannot play galciv3 without your star base upgrades much appreciated for all your great work.
Really love this mod, but for some reason it now causes my game to crash when building a new game of any size. Started doing this after the 2-18 patch. Thanks
Enjoy the game now and looking further to even more development. A small bug which was brought up before by other folks but still is in game. Elerium will be null in large map with occasional or rare resource settings, even if I set nebula to abundant. It probably sounds trivial to most but some peeps like to not have resources all over the place, to me it cheapens the rarity of the materials. And after all its a broken feature thats been in game and released a good while now. <p
Would slow moving like one tile per turn be a positive feature for a starbase. I could see this adding a strategic feature to the game, any thoughts. Thanks