[quote who="rap33042" reply="3" id="3708820"] Can I opt in to v3 beta? [/quote] yes enter password FoodAndTaxesFTW then opt in
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[quote who="Frogboy" reply="5" id="3706704"] What's wrong with the forums? [/quote] Home Galactic Civilizations III Is showing ALL SD forums nut just Gal Civ 3
there are 2 one in base game data and one in DLC3 data and they are very different does the DLC3 file over write the base game or are they merged?
[quote]can they be neutralized [/quote] no [quote]Tidal Disruption and Core Detonation [/quote] Core Det is the strongest but it destroys bldgs and tiles
[quote who="Gauntlet03" reply="766" id="3698267"] Anywho... some results! [/quote] I would say Anywho... some AWESOME results! GRM has to rate up there as one of the all time best MOD! Thanks for all your hard work!
also it is a very easy mod to change any building you want
i know its strange but i think it is working as designed. Invader gets you an automatic victory
does resistance (e.g. from mil academy) help you defend against influence take over, invasions or both?
[quote who="Franky999" reply="10" id="3696978"] The idea was to have more powerful citizen at the start of the game, but without having overpowered citizen by mid-late game [/quote] That's what i figured, like it! [quote who="Franky999" reply="10" id="3696978"] Be aware that i have used all the available slots for promotions [/quote] Yup noticed that, but i figured out how to add recalls without a new (unused) promotion type [quote who="Fran
hi franky Really like your mod, still trying to understand all the changes. In UnitColonyStatDefs you changed all the multipliers to flat, just wondering your logic, am i correct in assuming this makes the citizens more powerful in general? Really like your new promotions, I am looking to make ALL citizen types recall-able. I hate when i 'capture' an AI farmer and can not move it to my farming planet. Your pop changes are a big improvement. However,
By mid-late game every AI seems to have many colony and trade ships sitting idle. Idle colony ships bug me the most, it uses up valuable admin points and I can see planets within their range to colonize but they just sit idle. Trade ships continue to be built despite the ai having no more trade licenses. Just wondering if there is a way to do a mod to fix or minimize this and what files i should look at
I have looked at governersDef.xml and i don't see anything apparent there. I popped into god mode after 150 turns and looked at AI planets. It appears (to me) that once the planet is full the AI is randomly picking one (or more) of the "special" improvements. I was trying to see if there was a way prioritize (weight) the selection based on the type of Ai Governor
OMG Franky, Just downloaded your mod, LOTs of great work! Working through all the changes to incorporate my personal mods. And your read me is one of the best. Question: In AITechGovernorDefs, you deleted everything except for one DefaultPreference WEIGHTED_TECH What does this do (what's the effect of deleting everything else)?
[quote who="pheonixstorm" reply="113" id="3695722"] That mod didn't work last I tried it. Also, the treaties are supposed to be both ways. [/quote] weird, the TwoWayTreaties mod works fine for me, i can see the buff in the tool tip
[quote who="Rhonin_the_wizard" reply="111" id="3695706"] They do work, but they only affect the civ that receives the treaty. [/quote] there is a mod that makes them 2 way
good job on researching this and all the testing. I plan to implement this in my mods
[quote who="Raistlin66" reply="99" id="3694987"] I've never modded the game before so where would I go? [/quote] in file improvmentdefs.xml under ManufactureLife; change value DurantiumCost Improvement &
[quote who="Frogboy" reply="48" id="3694517"] Just as a head's up, as much as I enjoy seeing my work on balance and AI critiqued, you'll be happy to know I won't be working on GalCiv III for the near future. [/quote] NOT happy at all, wish i could do more than one steam review to help. Many of us really appreciate all you and your teams hard work. I stand ready to pay for DLC even if it was only balance/bugs tweaks. Thanks for a great
[quote who="pshaw" reply="3" id="3694048"] lyssailcor, Can you refresh my memory on the issue? [/quote] I agree with L. many games with 2.6, I see a few (2 max) on a world, and very few worlds have a farm. Hence few AI cities. Ai has no farming planets, which you kinda really need.
does this change change how close AI players are spaced relative to the human player. Or does it impact potentially habitual star systems relative to your home system
[quote who="dreef1999" reply="213" id="3693288"] 2. Research production rollover. When research is complete I believe all excess research is lost. This makes me unhappy. Planetary production rollover would be nice but less irksome to me. [/quote] No, research points roll just like production points, but there is no tool tip to see it
please let us auto survey defended anomalies You could do this in several ways 1) Just let the survey ship go to defended anoms and we can select cancel if we have a week ship 2) Check box in the pre battle pop up to auto suvery all anoms 3) check box in options
Good job, I echo your observations. So glad SD responded
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