Is there a risk that the AI will use these components in it's normal ships and cripple it's production ? Edit: After researching Carrier; all my ships are redesigned with the new componenents (with 99+ turns to build!). I have to redesign all my ships!
Franky999
So will the AI build Legions in his non-Homeworld planets ?
I fully agree about the invasion system. I spent too many hours trying to fix it with my mod. In the end, the only easy thing to do is to add 1 legion to each Capital. But after that the problem still remain: The AI will rarely add legions to it's planets. I don't understand, it seem to me that it should be easy to teach the AI to protect it's most valuable planets!
I have added new promotions in my old mod Population Rebalance
I have added new promotions in my old mod Population Rebalance Sorry wrong thread!
Thank you. I am currently playing with a modified version of the Moss mod, The tech tree is great ! https://www.nexusmods.com/galacticcivilizations3/mods/128 So no plan to upgrade for now. Beside i have not purchased retribution yet !
The file RaceTypeDefs.xml now contain the race trait SyntheticLife. I don't know why they changed this. And i agree that Stardock need to get better beta testers...
In UnitSpecializationDefs.xml In the line under AwardSpecificResource (from 4 to 9 for example) Unit_Administrator Unit_Administrator_Name Unit_Administrator_Dec Administrator <br /
The mod should work with 3.5 and retribution disabled. So the mod is still usefull.
Note that i have revised my map settings to get around 50 uncolonized planets: ========================= Galaxy size: Huge Type: Scattered Star Frequency: Uncommon Planet Frequency: Uncommon Extreme Planet Frequency: Abundant Habitable Planet Frequency: Abundant Resource Frequency: Uncommon Asteroid Frequency: Uncommon Opponents: 9
It should be compatible with both. But for Gauntlet's Race Mod you have to remove a few file as indicated in the readme: You need to delete the following files: GRM\Game\AbilityDefs.xml GRM\Game\GalCiv3GlobalDefs.xml You need to delete the folder: GRM-Commanders
Moving citizen on the map make little sense anyway, when you have agent and diplomat moving instantaneously...
Pop Rebalance mod 2.0 for Galciv 3.0 released: - Rebalanced Race Abilities - Ai should build less Freighters and more Constructors, Transports - Reduced power of Commander and increased power of Admiral and Navigator - Reduced population growth - Reduced transport capabilities - Planets start with a garrisons - New Town and RecruitGarrisonProject improvements - New promotions for Mechanics - Rebalanced Planet Traits (to slow down initial colo
I remember a discussion about scaling difficulty. There is a mod for endless legend that does that: as the time passes, the AI get increasing bonuses...
I know that some like to play with very big map, but i prefer to play on Huge map (with around 50 to 60 planets). With this setup i find that the ColonyLimit from governments is too high. For my next game i will try lowering all the values by 33%... Note: There are no governments with a ColonyLimit of 10-12. I would set Utopian and GRM-Gov-PostModernClans to 12.
The logo files for the minors seems to be missing... GRM L (23).png for the HuronImperium for example. Note: i have found the files in your old version 5.0!
Maybe having population over the popcap should incur an approval penalty !
A few notes for those that don't have the mercenaries expansion. I get an error message for The Nyryloth Resurgency faction: Unknown ship style. The ship classes like : Unit transport, command ship... are using Human designs. I have modded the following files to remove mercenaries: CultureTraitDefs: GRM-Independent-02: remove 5 (this seems like a bug) GRM-Indepen
Does it make the game too easy ? Will the AI tax at 100% when playing the YOR ?
I have seen this bug too. If you save the game and reload, the designs will appears!
Still not fixed in 3.01... Another errors in PlanetTraitDefs.xml XenoAdaptationTech is swapped with ColonizationFocus. ColonizationFocus is useless right now! The -50% ProductionPoints penalty seems to be missing from CorrosiveWorld and BacterialWorld. I think that the RelativeWeight of AquaticWorld and RadioactiveWorld should be 50.
I use these settings now: Galaxy size: Huge Type: Scattered Star Frequency: Uncommon Planet Frequency: Uncommon Extreme Planet Frequency: Occasional Habitable Planet Frequency: Common Resource Frequency: Uncommon Asteroid Frequency: Uncommon Opponents: 9 This give me around 50 uncolonized planets. So 5 planets per factions.
The following costs are in error in the ImprovementDefs.xml file: HyperSilicates -> HyperSilicatesCost EpimetheusPollen -> EpimetheusPollenCost HeliosOreIncome -> HeliosOreCost TechapodHive -> TechapodHiveCost
AI more likely to have garrisons on planets. Can't wait for that !