a0152570

a0152570

Joined Member # 6037445
219 Posts 1,242 Replies 3,754 Reputation

[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

6 Replies 24,675 Views

does resistance (e.g. from mil academy) help you defend against influence take over, invasions or both?

1 Replies 14,199 Views

[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

33 Replies 142,022 Views

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,

33 Replies 142,022 Views

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

2 Replies 7,145 Views

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

1 Replies 13,877 Views

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)?

33 Replies 142,022 Views

[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

139 Replies 613,721 Views

[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.

139 Replies 613,721 Views

[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

299 Replies 1,809,265 Views

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

0 Replies 5,692 Views