leave the "player" out and just use the numbers, the 4 dip states as the 1st parameter are indicated in the help dipstate command(case sensitive apparently), i did a very basic test and the player indices are in order from the opponent select screen in galaxy generation, the player as 0 and then 1,2,3 etc in the order so if you have random for more than 1 race you will not be able to tell, i am sure minors are after the majors but unsure of how they would be ordered, i didn't bother mysel
Moogle65535
I believe Archcreature means limiting the amount of manufacturing or other type of output of a planet. Nothing to do with what it could produce as ships which currently and never before as i know has been limited by number of planets or systems since Ascendancy. Although, I would appreciate a little more clarification on his request. :)
I have actually been quite bored for a while and should still have a copy of ToA on my system. I may(very large emphasis on may and would need help) start something like that. I think several people might like the throwback and honestly I am sure I have no idea what I may be getting myself into but hey, gotta start somewhere. P.S. pay very little attention to the drunk guy for any other reason than entertainment or the occasional utility [e digicons]:rofl:[/e]
I may be understanding you incorrectly but it sounds like you may be looking for something similar to GC2 where buildings produced a flat bonus instead of a percent and adjacency did not exist. I believe what you want would be doable however quite a bit of work. Would most likely have to produce a whole new line of improvements tied to custom tech trees(or to the original ones if you wanted everyone to play by these rules). Also if you wanted to cap what a single planet could produce you woul
Your directions are very clear to my understanding. Usually too much so although repeating directions in capitals does not increase clarity. By the way(just occurred to me), how did the flower run? [e digicons]:rofl:[/e]
the ai will get better, brad is on this although gc2 was much more scripted than gc3 from what i understand, if gc2 is any indication, the excellent ai we want will come closer and closer to the end of development which is quite a while from now, for now, the available xml is being quite used by the community and hopefully will help brad with what he wants since i know he is being given a different base to start from than what he has been used to, hopefully he uses some of the community work
if this does work it would conflict with any mod that uses double special type but as far as i know none does, so maybe personal use, better referencing that thread i was less in a state in that, done now, hopefully helpful to you [e digicons]:D[/e]
and if you keep the cost enough(2m seems good compared but consider more if you can keep the ai from using it), then it will do exactly what you want although i am possibly sure it already does, you just need to keep the ai from using it) edit: parenthesis
if you make it Special and not changing GovernerDefs.xml to include Special then it will work and the ai will not use it, since only the Capitals are special improvement type and unavailable. i am unsure of placement type, i know making both improvement and placement type "special" makes it unbuildable by the ai, they never will, i know this from trying out something for a guy on this thread <a href="https:/
The only UP resolution that I am seeing close to this is the Galactic Domain which prevents colonizing in another player's zone of control. This is glancing through the xml, i haven't played a game in a bit. A trigger on turn 1 is easy to implement but getting that to work inside a trigger I am not sure which schema to reference and if it would work since it only seems to appear in UPresolutions as a tag which is always outside of a trigger and only defined as an elem
(possibly a double post i apologize if so, my browser crashed mid post) If you mean influence boundaries as civ borders then no this will not happen. Open Borders treaty replaces a negative for having property inside a foreign influence border to a positive for having the treaty. And what you desire is beyond the available modding capability of the community. These are not borders in the way you think and will never be. Feel free to correct me others if i got any of this wrong and more so tha
As far as build order, it would appear that it isn't as direct as it appears in this file although it should be, i tried to help a guy with a unique building in this thread https://forums.galciv3.com/467417/page/1/#3566476 , i made the building special type and added the appropriate tag to this file, it made them build it on like 80% of planets but assumed it would be 1st, you seem to be doing well with ai modding so will def
This option will come in time. Of that I am sure. I know some of you probably won't want to mess with it but there are a few tags in the xml related to surrender that you could mod. In GalCiv3AIDefs.xml 0.25 0.25 100
GalCiv3GlobalDefs.xml 5 2
this appears to be getting away from the original post. possibly it is a confusion between production and manufacturing, which i now see is better tool-tipped in 1.1 and better named as well. I am glad to see it renamed raw production, total manufacturing was confusing even to me and i knew what it was.
https://forums.galciv3.com/468213/page/1/#3571522
I am not this type but I think in time you may find people that would. I have not seen any grouping in a MP sense aside from attempting. IMO this game is still in the very new stage with much more to come. MP, i have heard has a lot of issues which they are working on however naturally 2nd place to single player. Good luck in your endeavor, I simply want my brother and best friend to play it with me. :)
I highly doubt it unless Seilore is busy with the map editor(we all know what he likes). I wish I had it but I both found out about GC3 too late to be a founder and don't have 5 electronic dollars(don't judge :( ) :) P.S. stop being lazy lol, would only take a lot of your time :p
There are 3 parameters available. I am not familiar with what each does. I noticed them in one of Deathwynd's mods. You can see that there are 3 in CultureTraitDefs.xml for Outreach4, Greed2, and Greed5.
I am sure top of the list is going to be the Automated Assembler for the AI Collective. Just got a tech victory at the end of turn 69. Stopped colonizing at around turn 20. At the end, I had Raw Production around 13k, and was able to produce 666k research. Perhaps you meant it to be colony unique since it's like the Thalan Hive.
There is an instant crash to desktop related to the Silicoid speciation trait. Most of these long traits result in an empty gray box on mouseover everywhere which is perfectly fine. Silicoid is fine in the race choice screen. However, in the Report screen in Diplomacy, mousing over Silicoid instantly crashes the game unlike any of the others. I doubt this is something you can fix as it is most likely on SD's side, just wanted to report it. As far as any feedback on balance, that would tak
I haven't played a game with loads of planets lately so not sure what to suggest for you. Maybe something between -.1 and -.05 depending on how many planets you are expecting and how mild you want.
GalCiv3GlobalDefs.xml You would be looking for this GoodsAndServices Colony &l
I know they mentioned something possibly for the 1.1 opt-in that to access it you will need to add a command line switch which I believe to be /console
I love SD, they know what they are doing, even GC2 which most of us know was not complete until very well after official release. Unfortunately i am one that came late enough to see GC2 after years of polish and expansion(only ever saw ToA with mods available). So i expect as much from GC3 and know it will be quite awhile before it is "finished", and the ability to mod it i know they will leave very open, hopefully more expansive this time around. I hope they provide more moddable stuff this