5) Do they use Promotions ?
Franky999
Yes it is how it should work in the next official version. You must have an arable land first to upgrade to farm. Every planet should have an average of 1-2 arable land.
New version 1.08: Updated for Gal civ 2.8 - new Trade resource: ArableLand: +1 Food (Upgradable with farms) - new Starbase Modules: Zero-G Farm and OrbitalFarm: Food +20%/+40% Try it if you want a taste of what Galciv III 3.0 could be like !
I am trying to create Terraforming improvements that would create food. Strangely, both solutions below (one with stat, one with a trigger) don't work. Any idea ? Note: The one with stat display the food correctly but does nothing. The one with trigger show the food as a cost but does nothing. PlanetaryUpgrade <Dis
Just got this idea: Food production could come with Terraforming ? This would be easier for the AI.
I like farms the way they are, but they should be easier to build: Farms that give a Flat food bonus should NOT cost Monsatium. Only farms that give a Multiplier food bonus should cost Monsatium.
New version: 1.07 Updated for Gal civ 2.8 - Increased the number of Habitable Planets for all settings. - Removed all adjacency bonus from Planet Features. - Removed maintenance from 3 Tourism buildings. - Rebalanced CulturePerTurnXXX buildings. - Revised promotions. - Added StatusEffect: Planet Conquered (-50% Morale for 5 turns). - Increased Mass Cap of Tiny hull to 30, Small hull to 40. - Removed ColorDefs.xml from GRM-I mod.
I am also interested in your solution. I could integrate it in my mod. [e digicons]:D[/e]
+1, very annoying...
It is still too easy to conquer the AI because he does not garrison it's planet enough. Could you add someting like this in GalCiv3GlobalDefs (or FactionDefs) : 0.2 0.35 AIGarrisonLevel would be a percent of the Planet Class: It would tell the AI to keep at least this amount of garrison on the planet. [e digicons]*_*[/e]
It work the first time, but it still crash when setting: show all
Why is the pirate colony ship not colonizing ? http://steamcommunity.com/profiles/76561197960467736/screenshots/?appid=0
Thanks for the tips. I have modded the file MapSetupDefs (in crusade directory): i have increased from 66 to 80 (for abundant) (not .99 !!!) I now get around 35-50 colonizable planets instead of the previous 20-40.
[quote who="IIngrid" reply="18" id="3700171"] What problems would I face if I went with a huge galaxy size and 11 opponents? [/quote] No problem, these are just my preffered settings. Be aware that the setting: Habitable Planet Frequency: Abundant, is important to get a good amout of planets. (between 20-40). Note: i am still looking for settings that would give me constantly between 30-40 habitable planets.
New version: 1.06 Updated for Gal civ 2.7.2 Updated with GRM Ideology v1.2 Compatible withGauntlet's Race Mod 7.5 (do not use GRM-I included with Gauntlet and delete the files in GRM/game: AbilityDefs.xml and GalCiv3GlobalDefs.xml) Removed Old-Spiders Pirate Space Monster Dread Lord Mod For Crusade Best Map settings: ================== Galaxy size: Large Type: Scattered Star Frequency: Uncommon Planet Frequency: Uncommon Extreme Pla
I see that you have included GRM-I in your Gauntlet release. Is this a special version of the mod ?
[quote who="Gauntlet03" reply="825" id="3699586"] My mod doesn't do anything to starting pop. So you may want to make a specific topic about that. Certain race abilities probably impact this as well. [/quote] Go into the file FactionDefs.xml (in GRM\Game) Reset all to 5 Great mod by the way.
Al this talk about adaptive AI is very interesting. One thing i am curious about; after having modded new promotions: How the Ai can understand how and when to use promotions ? There is nothing in there to help the AI decide what to do !
The YOR are still doing it in v2.7...
New version 1.05: Updated for Galciv 2.7 Megalopolis give 1 Garrisons Fortified capital cost 0.3 Population instead of 3 Legions and give +1PopulationCap MilitaryAcademy cost 0.2 Population and give 2 Legions
OK, good to know. from the description: The survivor of countless battles, and an expert on all forms of combat, the Invader hasn't met an alien yet that he can't subdue . Upgrades to a powerful Transport for invasions.
After having promoted a Commander to Invader, i get an empty Transport (with no legions aboard). I then proceed to invade a planet with 7 legions: i get an automatic victory (with no battle screen). Then when ejecting the transport ship from the newly conquered planet, i am asked to input the number of legions i want to put in the transport !
I have two enemy spys on my farms, but they still produce normally. (1.3 + 1.3 + 1.9 = 4.5) Is it working as intended?, if so what is the point of spy over my buildings ? http://steamcommunity.com/sharedfiles/filedetails/?id=1226905798
Too bad that we can't pay with Population. Note: In fact we could, but i don't think the Ai would understand it, and we could have planet with negative population !
Thank for the feedback. Unfortunately only the first digit is displayed for population growth, but the real value is used. If you check over many turns, you will see that the population increase slowly. Currently the growth from the hospital tree is : 20%/50%/100%/150%. (I could increase the lower tier a little). I wanted a much slower growth rate; don't forget that a turn is supposed to be only a week !