[quote who="JerkClock" reply="201" id="3741745"] Quoting Horemvore, reply 198 I think your name fits you. (The first 4 letters atleast) I won't say I'm not an asshole, but I WILL say that what makes me one ISN'T pointing out that modding a game while it's going through frequent updates, expansions, and th
barrybeal
There is no sense to this - when Brad took over the development of Crusade - one of the things that kind of got tossed aside was development of the Synthetic races. They gave them ability to build up to 100, I think, population on a planet without cities, they allowed them to have large populations on planets without morale issues and nerfed the manufacture pop tech from building 2 pops to 1 pops at 100 manufacturing. Then they removed the Spark of Life/Fast assembly tec
Yeh I was around a lot more when Crusade was first out and knew about the various mods that added increased planetary population buildings. I was hoping Stardock might officially include these buildings in version 3.0 game release. This City progression series also limit population till you have the various morale techs and buildings to properly support very large populations on planets. I am sure Gauntlet will include this feature when he updates his mod for Intri
I was actually surprised to find the Version 3.0 Beta actually fairly enjoyable to play (of course I did "Mod" out a few things on the fly that I wanted changed) but the game has come a long ways since Crusade !!! I have already gone ahead and pre-ordered the Intrigue DLC. Revisiting my version 3.0 Beta play through today (while some Mods get updated for the Stellaris version 2.02 Beta Update 2), I still have concerns for morale on high population planets with&nbs
I don't watch this forum much lately - while I appreciate all the intent of how Brad apparently wanted to make Crusade "better" than GC3 was at start, the Crusade release was a haphazard implementation lacking some of the "polish" of a completed update with all of the balance issues and game changes fully implemented. Also it appears Horemvore might been upset with the all the ongoing changes and the difficulty it caused MOD development. In general I have to praise
Yeh I was rushing to do this prior/during Thanksgiving Dinner - I was seeing a difference but I think only just after rush building the Starport once you execute a turn the data for the Ship Construction calculation gets updated - I checked it first on my laptop then came back to my desktop computer to find that it was okay and does work as it is supported to. Disregard this post lol.
While going back and looking at the current state of the game and reviewing a save game using Horemvore Galactic Star Trek Mod version 1.10, I noticed something I wasn't sure of while playing my first GC3 game in almost 6 months. The Crusade expansion brought probably a welcome change to how the "Production Wheel" was handled. Raw Production wasn't adjustably split between Social Manufacturing and Military Manufacturing. (Ignoring the Manufacturing / Research / Economy
With Horemvore removing his Star Trek Crusade Mod from this form post https://forums.galciv3.com/476955/page/1/#replies I have gone back to updating my MOD to run under GC3 Crusade 2.61/2.70 but for the moment to get more used to Brad's massive changes he keeps making with Crusade Patches I am just changing the last version of Horemvore's MOD with my list of preferred changes (which I won't release as it is no
Hey Horemvore, With at least the latest 2.61 Opt-in Patch I get this error message when I view a battle at start - eventually you can skip by this message to have the battle proceed (still on basic and regular Lasers - Sirillium is hard to find maybe should turned up resource setting I have one planet producing it and found a nebular with two mines I am moving a construction ship to harvest - just doing Lightly defended Anomoly's - for moderately defended looks like
Hey Horemvore - I haven't played GC3 in almost 6 months now due to the messed up Improvement/Tech Tree changes in the Crusade Expansion (Yes Stardock looks like you have made some nice improvements in the gaming engine - looks better at 4K now ) but I played the Klingons for a few Turns using your 1.10 version of GST under the Version 2.61 Opt-in Patch. I will definitely need to go back to finish up playing my Klingon Game start. Well done with your mod update - Crusade looks much
I don't have Asperger's but I noticed a great deal of inconsistencies in how Crusade was originally released and spent over month going over the XML files and over bug reports on the forums. Last time I made an effort to fix the Crusade XML files to my liking I found still a good number of bug fixes not implemented or addressed months after the release and I find the numerous implementations of the Indestructive trait for building humorous and in most cases it is game breaking as w
You need to add the Hive specialization techs into the MasterTechSpecializationDefs.XML file - I have already done this plus a bunch of other changes in the old version of my Crusade Mod. I don't like how the Crusade has been "dummed down" to accommodate the" two hour" players and I have moved on to playing other games for now but eventually I will do all the comparisons to 2.3 and 2.31 patches to bring my mod up to date again and playable. But for now you can see how those t
It appears he is referring to the Description of MasterManufacturingFocus1/2 primarily effected is the standard name description - short and detailed descriptions refer to Worker or Engineer Leveling.
There is a special Mechanic Citizen you can hire but other than that there is very little that Stardock has delivered yet for Cyborg's.
Played around with how much food you need per population for Cities - currently Crusade 2.2 has 16 Population Cap increase for 2 food so I have adjusted for that but I am thinking you might need more than 2 food for 16 PopulationCap Increase. Removed the requirement for the Starbase Laboratory Module to need 4 Promethion metals to build. Still needs 1 Thulium. Fixed the reported Problem for the Hyperion Buildings needing HeliosOreCost not HelioOreIncome. Fixed
[quote who="Publius of NV" reply="17" id="3679667"] Sorry, thought you were talking about social construction in general. Yes, the social construction tile bonus only applies to improvements of type "Social Construction", of which there aren't very many. Deep Core Mine is the only one that comes immediately to mind, but there might be others. So if you put a factory on it, the bonus is wasted. [/quote] Yes along with other changes to
[quote who="Ryat" reply="6" id="3679412"] Synthetic buildings (aka factories and research buildings) are twice as strong as the organic variants. 5% vs 2.5% for basic on up (almost, top buildings are 20% vs 12.5%). Back this up with no need for approval/morale buildings, farms (even if it is global), or cities and you can fill a planet with nothing but factories/research, plus synthetics still get a centerpiece building for adjacency bonus builds. The only weakness I see with them is eco
I believe the Spark of Life Techs (gives you Fast Assembly, High Capacity Assembly, and Ultimate Assembly products to give more Population (robots) per manufacturing cost than the standard ManufacturingLife Project (renamed Assembly project) ) and PowerMatrix Buildings and upgrades were deleted in 2.13 patch. Now they did give Synthetics a 100 PopulationCap for each planet and +100 Morale (GoodsandServices) in the 2.14 patch. But Crusade has the ManufacturingLife project only
TechDefs.XML was how the Technology Research tree was specified prior to Crusade it does not seem to affect it. only MasterTechDefs.XML changes the Technology tree layout - Specialization techs are also duplicated in MasterTechSpecializationDefs.XML.. For the most part XML files that Crusade uses are stored in the EXP2_Crusade DLC folder (if not modded) ...//Steam/SteamApps/Common/Galactic Civilization III/DLC/EXP2_Crusade/game/ .&nbs
Assuming they are not changed by a Mod (if so they are in your ..//Users/your name/Documents/My Games/GC3Crusade/Mod/modname/Text folder) they are stored in the Text folder which for Crusade is in ...//Steam/SteamApps/Common/Galactic Civilization III/DLC/EXP2_Crusade/English/Text folder. They match the corresponding XML file name like ImprovementDefsText.XML for the building XML file ImprovementDefs.XML. You will see a series of XML StringText statements for each Description_
Okay since I never get responses to my other questions, I will make another attempt to question some of these changes: Port of Call tourism improvement moved to only require Universal translator Port of Call cost decreased from 150 to 32 Port of Call benefit changed from a 10% tourism income boost to a flat 1 with each level adding another 1 by Adjacency Leveling effect and have a +1 Neighboring bonus is nice. -
I reviewed the changes Saison made to PlanetFeatureDef.XML and returned the Tourism bonuses but left changing Manufacturing to MaxManufacturing bonuses. I have added the Aquatic Life Support modules (revised the tech references since most Aquatic/Torian techs were techs were deleted in 2.14) that Saison had in ShipComponentDefs.XML to the new revised 2.14 Opt-in XML file. I have also gone back and did more extensive
Congratulations Stardock !!!!
[quote who="Horemvore" reply="514" id="3678949"] 1.02 (Under in house testing) Tech costs fixed. Map tweaks. Tweaked Galactic and Mega Events. Updated all Planet resources to be mini hubs (+0.3 per level). These mini hubs have had thier improvement type change to match thier adjacency buff. 90% of Tech Influence bonuses changed to flat values. Fixed Crusade Colonization text to disply Cr
In, I believe the 2.13 Patch, several of the Starbase modules were changed from Thulium (Sensors - Perimeter Scanners and upgrades) to Durantium, and from Promethion (Starbase Market and its upgrades) to Durantium. Maybe they should be changed back. Got to be really a pain for Silicone based Life Style Races since they need Durantium to grow (maybe they should be given an innate mining bonus like the Horta in Star Trek).