DeimosEvotec

DeimosEvotec

Joined Last seen Member # 6402032
4 Posts 83 Replies 170 Reputation

Starting Positions from BattleBehaviorDefs.xml: Interceptor: 1800 Assault: 1700 Escort: 1600 Capital: 1400 Guardian: 1200 Support: 1000 Starbase: 800 Values are probably distance from the bounding box of the battleviewer but how large that is, is nowhere to be found. You could look at the range of missiles (in the designer) and use that together with the starting postions. (ranges are hard coded as well and as such not in the xmls)

13 Replies 26,044 Views

If a mod only adds new things and doesn't change or remove existing stuff they should next to never cause problems, with mods the change stuff it's hard to say untill you run into problems. For the mods no to everything. Sadly nothing as of yet. Fleets: That depends on what you're up against. If the enemy has lots of shields, beams wont help you much. To be decent aganist everything yes but that also slows down you research because you need to research m

5 Replies 9,878 Views

Just checked out the mod forum and nexus mods to look for interesting stuff and what did a find a mod that changes the target priorities also the forum thread . It does the job okay, as long as you don't exploit the priorities but it can still be done better, so I'll probably do my own version that will try to improve the system further.

21 Replies 43,852 Views

Hm, I'll look into the xmls and see what I find... Edit: The points needed for Ascension start at 2000 for a tiny map and go up by 1000 for each bigger map. Abundant settings have an AscensionGates frequency of 0.05 and a minimum of 3 gates but I don't what that frequenzy aplies to. :/ just made a quick count insane map 55 crystals second count had a similar result so 55 * 5 makes 275 points per turn 10.000 / 275 = ~37 turns okay on

4 Replies 17,699 Views

I don't think you could outpace the tech victory even with tech speed at slowest. There are just too many ways to increase research and the tech speed setting is not as effective as one could hope for. And there is no way to increase ascension gain other that getting all crystals as fast as possible and get the relic starbase techs.

4 Replies 17,699 Views

First here is the wiki: http://galciv3.gamepedia.com/Official_Galactic_Civilizations_III_Wiki Give me some time to write the rest of the answers... The weapons and defenses have 3 categorires: Missiles, Beams and Kinetics Missiels have the longest range, slowest fire rate, highest damage. Beams have medium range, medium fire rate, medium damage. Kinetics have lowest range,

5 Replies 9,878 Views

[quote who="General_Jah" reply="15" id="3615843"] again thanks for sharing this in your opinion what would be the more fair and handicapped way to play if you do not do what you suggest which is pump out escorts full of armor and no weapons with, capitals covered up in weapons and 0 armor [/quote] Actualy somebody already took his time to put this on the wiki so it was unnecessary for me to read it out from the xmls but whatever. Tips hat to whoever updated t

21 Replies 43,852 Views

Sorry that was bad wording on my part, but if I can make the ai shoot away at a ship that is nothing but defenses while geting destroyed by 10hp cargo ships filled with weapons and no defenses whatsoever, the system is no good. One shot to each of the cargo ships and my fleet wouldn't be able to do anything. The first problem is everything has to shoot escorts. Second the set in stone target priorities vs manual designation of roles. I should never be able to get the

21 Replies 43,852 Views

Yes the Ai will shoot guardians and escorts even if they don't have a single weapon. The most exploitive setup is: escorts completly filled with defenses and no weapons and capitals filled with weapons and no defenses and supports with buff/carrier modules. I can list you all the target priorities: (def something = things shooting your something) Interceptor: Guardian -> Escort -> Support -> Interceptor -> Assault -> Capital Assault: Escort -> C

21 Replies 43,852 Views

[quote who="Pawel25" reply="6" id="3615740"] Benevolent - last line research. When picked doesn't add any research points Malevolent - Last line, third from the left (if I remember correctly) ships that enter my territory get 25% reduction to HP. In reality I get HP reduction instead of opponent. [/quote] I used the research line in most of my games

9 Replies 24,627 Views

[quote who="Yeller123" reply="6" id="3615742"] I'm not sue I understand you correctly. Are you saying that they Elerium Defense Shields are suppost to give an empire wide bonus? I'm looking at it in game right now and I don't see anything that implies that. [/quote] There are Improvements that give global boni without making it clear except sometimes the describtion says it. Most obvious are the galaxy unique improvements, where you have the n

33 Replies 177,677 Views

[quote who="turbochris" reply="9" id="3615631"] 16. Yes, the galaxy uniques. Just tried it with the "Virtual World" and "Cultural Beacon" buildings. Even if you try to rebuild them in the same round they are not available any more after destruction.... So either intended or buggy! [/quote] I'll see if I find the relevant code in the xmls but it might take a while since I'm not yet familiar with them or the file structur. [quote who="Frogboy" reply="10" id="36

15 Replies 18,038 Views

You shouldn't complain, you got 3x the views and replies compared to my suggestion thread, that I spent so many hours compiling, but never mind that. 15. I'll look into the xmls to see whats up. Did it say 1 turn or did it take only one turn, in the later case you might have had some overflow research from the previous tech you researched. Jup there is something wrong with nightmare torpedos: &nbs

15 Replies 18,038 Views

[quote who="Go4Celerity"] GC3 will not have turned based or real time tactical battles because the Galactic Civilizations series has never had these. To alter the series so dramaticly as to include these as an element has never, to my knowledge, been envisioned for this title. That said, there was an old NES title, Defender of the Crown, from Beam Software/ Ultra published in 1989 that had a combat system I would like to see in GC3. Here's a gif: <a clas

30 Replies 124,678 Views

[quote who="ButcherofTorfan" reply="26" id="3615058"]Anyway, I think this interception option could be implemented while making military starbases more usefull. Alllow MSB's to autolaunch intercepts within their area of control, with their defending fleet and/or interceptors if they have the appropriate module. Fluffwise, you could say that MSB's have powerful sensors and a field of mines/gravitywell projectors/whatever to force hostile fleets to slow down and naviga

30 Replies 124,678 Views

[quote who="John1979" reply="24" id="3614976"] An option would pop up at the initial battle screen allowing a player to have the patrol ship attempt (a chance, depending on the pursuit ability of the enemy fleet or any tech like gravity wells preventing escape) to avoid battle and fall back. This could be just in general or maybe to a specific nearby fleet or planet. It would depend on what the game could handle in programming. This would also help save ship

30 Replies 124,678 Views

So unlock all sizes from the start, massivly increase build cost for the bigger sizes and change the previous unlock techs to great cost reduction. The progression with the capacities is already as you describe, with the capacity increase techs and the hyperion shrinker and increasing the adjacency on the shrinker. This progressivly gives you more and more +cap bonuses so a huge that had 250 cap without bonuses has 500+ late game.

5 Replies 7,859 Views

Hm... There's one thing I'm wondering about: When do you guys want to retreat, in what kind of situation? Because in my opinion if you have a fleet in the range of an enemy and you don't have enough movement points to get out of their range on your turn why should you be able to get away on his turn. If the problem is moving a ship that then reveals an enemy and then you don't have enough mp to get away I have an entirely different solution that doesn't involve a

30 Replies 124,678 Views

[quote quoting="post"] 3. My custom race has the Intuitive ability. Since i have to start the game many times to get a balanced map i save in the first round and later load the best map. But i can't chose some free techs from my Intuitive ability then? 9. Any trick to get balanced maps if you start a new game? The balancing is horrible, either you start with 50% of the habitable planets around your starting location an have a boring game since all enemies have to share the

15 Replies 18,038 Views

I still have not come up with a satisfactory solution for retreating, I'm geting closer but there are still unsolved problems. However I have fleshed out a suggestion for interception and a similar mechanic in my suggestion thread under the Denial of Area Section. In contrary to Director's suggestion there is no evaluation of the chance of success. Any hostile inside the area will get attacked, so you better be sure you w

30 Replies 124,678 Views

https://forums.galciv3.com/472523/page/1/#3596068 [quote who="naselus" reply="1" id="3596068"] There's already a suitable stat for that - the AI keeps track of it's own 'war weariness' for diplomacy, taking penalties when it loses and getting bonuses when it wins (and slowly upticking over time). ... though I doubt it's moddable just yet. It might be once we get the shiny new code tool

5 Replies 10,137 Views

The problems is not thinking of a mechanic to implement(retreat in this case) BUT HOW to implement it in a well-thought-out way. You can try and think of a possible implementation and present it here, I'll then take a look at it and point out problems and holes in it. I haven't finished my own post about it because I haven't come up with a satisfactory implementation myself yet.

30 Replies 124,678 Views