Franky999

Franky999

Joined Member # 634887
12 Posts 87 Replies 707 Reputation

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!

2 Replies 11,632 Views

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!

3 Replies 21,431 Views

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 !

33 Replies 141,956 Views

In UnitSpecializationDefs.xml In the line under AwardSpecificResource (from 4 to 9 for example) Unit_Administrator Unit_Administrator_Name Unit_Administrator_Dec Administrator <br /

9 Replies 19,432 Views
Reply to .... in GalCiv III Modding

The mod should work with 3.5 and retribution disabled. So the mod is still usefull.

258 Replies 1,223,265 Views

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

33 Replies 141,956 Views

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

33 Replies 141,956 Views

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

33 Replies 141,956 Views

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...

9 Replies 58,380 Views

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.

1,416 Replies 4,486,406 Views

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

1,416 Replies 4,486,406 Views

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.

2 Replies 8,805 Views

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.

9 Replies 35,270 Views

The following costs are in error in the ImprovementDefs.xml file: HyperSilicates -> HyperSilicatesCost EpimetheusPollen -> EpimetheusPollenCost HeliosOreIncome -> HeliosOreCost TechapodHive -> TechapodHiveCost

2 Replies 8,805 Views