shift click on each ship you want to make a fleet
a0152570
do reviews on GOG help at all?
I agree and also modded my game. I did leave most galactic wonders invulnerable
do this to completely remove nebula, you have the right file and directory structure 0
[quote who="EazyWin" reply="3" id="3690920"] What I would like to see is a button set at the top of the ship list that changes the BestDefense to a SetDefense that the user can change. [/quote] I have been asking for this since the original base game beta. GC2 had it!
Good points, I almost all my games the ships you listed are the only ones i buy.
COOL H: Will down load and take a look. I did something similar. In addition i modded the all the base game blue prints to primarily get rid (or limit) of BestDefense which i hate. Still experimenting, in most designs i replace one or more instances of BestDefense with one of each defense type, also trying a mot to defensive components E.g. armor gives a small boost against beam and missiles. Also added some new support blue prints to combine support and wea
[quote who="Syrris" reply="4" id="3690394"] Unless this has been changed (I admit that I haven't checked in a while), there's a two-step process with defense: [/quote] Your description does appear to still be correct in latest crusade
I have seen this also. It really hamstrings the Drengans with low moral
AI fleets need work. Even after their tech level is way up i continually see AI fleet speed hampered (crippled) with small ships. logic issue? I approach an AI planet and there is an AI fleet that could easily destroy mine. Un-Explicitly the the AI fleet disbands and into a stack which i pick off one at a time. I continually see large stacks of AI transports and constructors just sitting idle for most of the game (mid-late game)
cool idea, i like it
Can you give us a hint at what we can expect and a rough time frame on your future plans for patches and any DLC's thanks
I got lost citizen (i think because planet could take no more) and used the transfer citizen screen to resolve issue
[quote who="mormegil" reply="49" id="3686127"] a0152570 I cant re-produce your issue, I am going to do a few more test, but this issue should have been fixed in the resent patch. I am going to make sure that it got in. That this game was started with an old save, or that you may have some manually saved some of those ships with the old names? Can you check to see if they are in your designs folder. [/quote] Nice to see you on the forums and thanks
It almost always build large late game fleets with only 1 or 2 large fast ships and puts in many small slow (10-15) ships. So it hobbles with only 2-4 moves. My fleet of 4-5 large wipes out AI fleet of 20 ships. Many times i see an AI fleet that can destroy mine, and then it moves and disbands the fleet into a stack of single ships which i can pick off one by one
It has improved from my first post. Here are the issues. I thought the intent of new weapons was to have a ship that does NOT use enhanced weapons (so not require resources), there are none. Kinetic ships (some) with missiles? Ship names duplicated > missing the -L,-R,-D... modifier. Fix requires mods to shipblueprints, shipclass and factionshipstylesets and text. Easy way to see issue is start a new game, cheat>unlock and look in designer. ps. di
And lets not forget how messed up the default ship blue prints are, especially with the new weapons
[quote who="goxwerd" reply="7" id="3685377"] Huge issue with crusade for me is the battleviewer and tbh outside of the most workshop ships still only animating basic kinetic is the biggest issue. I may be doing something wrong but modding that file does nothing for me. Ships still start on top of eachother regardless of what you mod that file. in GC3 it worked but i cannot get my crusade game to change. [/quote] Where did you pu
[quote who="Go4Celerity" reply="5" id="3685369"] Another way to achieve the similar results is to boost starbase/ shipyard weapon ranges. I upped them +50%. [/quote] Now that is a good idea, i should of thought of that
i'll do some testing on the number (distance) and let you know. Was planning to start with something around fighter range
thanks, that file is only in the vanilla folder. I assume crusade is reading it. If i mod it should it go in crusade mods or vanilla mods (as it came from vanilla)?
i know i have seen it but now i cant find the correct file again. Also, is there a parameter that defines starting ship location relative to a star base/shipyard?
[quote]I've been puzzling over one thing for a while: what determines the stats of assault fighters, interceptors, and guardian drones? [/quote]. see http://galciv3.gamepedia.com/Ship_roles determined by ship load out Defined in ShipBlueprints.xml. You can mod the load out but no why to do it on the fly
YOU are one creative dude [e digicons]:thumbsup:[/e] . How will diplomacy interact with this?
its already in there for non crusade (unless they broke it) Last time i played vanilla i could select the constructor to use in upgrading