a0152570

a0152570

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

Gauntlet .......... You have done it again, great work! Love the idea of +/- consequences on choices Can things be adjusted based on map size? just thinking of balance. e.g. Typically play gigantic and by mid - late game i am making 200+ research per turn so a #5 Networked Sleep Processing: 500 Research Points, 15% Research, -5% Morale seems kinda low (actually just the 500) Diplo impact is a bit of a head

113 Replies 136,960 Views

[quote who="ProudCanadian" reply="1" id="3683840"] I ended up moving them to one of my colonies, then decommissioned each one. That put all my legions back in the free pool. [/quote] cool i did not know you could do that

2 Replies 6,754 Views

they were all ones i colonized. I first noticed it with a planet i had settled with 2 pop. When i went to shuttle over another 2 (several turns later) it had a pop of 5. Out of 12 planets 3 were growing their own population at a higher than normal rate (don't recall exactly what it was but it was ~1.0 every 4 or 5 turns)

9 Replies 10,715 Views

There are several files that impact planet number and class A quick and simple way to increase planet class is to mod (must be a mod not a change to core came file) GalCiv3MapDefs.xml e.g. 6 increase 10</s

6 Replies 25,872 Views

[quote who="Go4Celerity" reply="9" id="3682939"] Quoting a0152570, reply 1 Can you figure how to make the commander start in back instead of being out front? You change the ship role on the blueprint... if you can find the blueprint. I looked completely through shipblueprintdefs.xml and

11 Replies 15,946 Views

You can also use the prerequisite >Race xml programing lines . Havent tried it but it should work. See improvements.xml for examples of how it works

11 Replies 15,946 Views

[quote who="zuPloed" reply="7" id="3682710"] You guys taking into account these two lines: [/quote] OMG, i must be blind and daft [e digicons]8O[/e] . I do not know how i missed this (really did look) Formula is simple Raw Production = (population^PopulationToProductionExponent)*PopulationToProductionMultiplier Just did a quick test and both parameters can be changed and it works. (don't forget modded file must be in a mod directory) thanks

13 Replies 13,100 Views

After several games i really think Epiphany is over powered. To test this i tried a game : Gifted,gigantic, 16 AI's. I only colonized 3 planets, never built a war ship, always selected a scientist citizen (except for 1 worker). Traded like mad for techs to get me close to age of assention, used Epiphany promotions to due the rest (equiv to some 200000 research points) and won an assention victory in under 130 turns

0 Replies 3,290 Views

I just lost a game and have no idea why, turn limit is off, i am #1 in all victory categories hit turn and DEFEAT screen comes up. Who won and why?????

2 Replies 4,898 Views

[quote who="leiavoia" reply="5" id="3682644"] I'm obviously over simplifying a little bit here. The modder-friendly part would be something new you haven't seen yet, e.g.: [/quote] Thanks for clarifying. I completely agree production as a function of population should be tweaked ad little

13 Replies 13,100 Views

[quote who="leiavoia" reply="3" id="3682631"] There is a super-simple, modder-friendly , one-line solution to this. [/quote] Except it is not modder friendly. Its in the main code not the xml's (at least not that i found)

13 Replies 13,100 Views

Research improvements have Promethion Cost so the auto upgrade of these buildings is probably what is using up each turn. You can turn auto upgrade off but you need to do each planet

3 Replies 51,205 Views

yes i saw those buffer entries. Hoping they had done something similar for promotions that i was just missing. Maybe they will add it later. Thanks for the reply

2 Replies 5,258 Views