Make a University improvement with marginal bonuses that adds an admin every 20 turns as an alternate means of aquiring them.
Go4Celerity
My apologies too any who tried this only to find it crash. I had my file structure wrong in my Mods folder. I've fixed the few dozen XML typos and the mod is live and working now with an updated link.
I like the permanence, but also see how it needs to be mitigated to prevent crippling. How about immediately getting 1 back for every 2 lost.
[quote who="Surge72" reply="2" id="3676119"] Should always be able to mouse over resources to show income, regardless of what other window you are in. I tried it when I had the Promote Citizen window open, and it wouldn't work. [/quote] +1 [quote who="FreedomFighterEx" reply="3" id="3676120"] I wish the ship component actually snap the where i actually want it instead of randomly snap into other 6 widget that hide inside the ship. It grind me gear quite
I'm humbled. Thank you.
And when did I get over 2000 views on this? I remember it being arround 200 last time I updated it.
Title. I'll start with a list of UI improvements I've requested or have seen requested. Any items you see that you would like added please note the #'s and give them a +1. I'll keep tallies with edits until we get a UI patch. Please post any additional requests you have on this topic here and I'll add them to the list with edits. The List: [tallies in brackets] Control+N [2] <li
Crusade Update finished. Edits to post. Great job on this expansion Stardock, Thank you.
In the Interface tab under options there are 9 sliders that set zoom levels for different objects to switch between graphical display and icons. Might try playing with those.
#4 I like the changes, though I think 8%/ 15% a sweeter spot than 5%/10% for 1st/ 2nd tier, and, yes, you can mod them. #5 Haven't played them yet, but do the slaver's not have a Garrison improvement that takes the place of the starport? #9 Good find. #10 Really? ResourcefulAbility ResourcefulAbility_Name &
With release of Crusade ALL weapons will fire independently. Not a bug, just poor design. Not sure if the fix is an overcorrection or not. In a few weeks we'll know.
[quote who="lyssailcor" reply="29" id="3674711"] See the link in my post (#26) above. [/quote] Thank you. The missile cooldown thing will be simple enough to mod when there's only 1 tech tree to work on instead of a dozen or more.
[quote who="lyssailcor" reply="24" id="3674634"] I read that in Crusade every single weapon on a ship is fired separately. What about star bases? Since they are now also designable, that should apply to starbase weapons as well, shouldn't it? [/quote] Read where? As nice as this would be, I won't believe it until I've read or heard something official.
[quote who="rynebrandon" reply="4" id="3674493"] In general, missiles are effective from long range but often miss, kinetic weapons are only effective from very short range and almost never miss and energy weapons have a medium range and miss less often than missiles. [/quote] This information is wrong. BeamAccuracy
[quote] It was not a friendly game by today's standards (45% score on Steam). One of these days, I'd like to go back and update this just to make it work on modern computers. I only recommend this for nostalgia folks now [/quote] Screw Steam users' opinion pole. I have hundreds of hours in this game, still play it occasionally, and I like it better than GalCivII. It's simplicity is beautiful. If you do update it: Will you add the original
Will the space elevator be visible in the planets' graphics on the galactic map when zoomed in?
You can increase the number and frequency of tiles with special traits, but probably not the type. Could try and add weights to the .xml code for the tile features, but you'll probably get an "x is not enumerated for y" error on startup.
Snathi are a minor race in the base game. The Revenge of the Snathi are a major race available through DLC (includes some kind of campaign for them). The Arceans (and the Torians) are only available if you have the Mercenaries Expansion. Sadly, you cannot disable Mercenaries without disabling these races as well.
I know nothing of modding tools or what you,re up to. GalCiv3 is certainly not "long in the tooth". It's just about to hit puberty with second expansion. Stardock's stated intention is to support and expand this product for several more years. Expect a seven year cycle, from release providing it maintains sales. Don't expect a IV before 2020. Too much unrealized potential in the 64bit engine now.
[quote who="admiralWillyWilber" reply="18" id="3673216"] I have to disagree a lot of things is suggested were implemented over time. It's not implemented right away it's done over time. [/quote] Ahem.... Disable mercenaries without disabling Torians and Arceans as major races. Ahem.
Ok. It's tagged as "Sins of a Solar Empire 5th Anniversary v1.9", but it's there. That threw me.
Did this stream happen?
Umm... There are no militias. It was just an idea. Some of the posts on this tread just read to me as if militia were already a part of the game and someone needs to decide what to do with them. I like the idea. If it's simple. If the AI can use it. If it makes GalCiv3 a better game. I like any idea that can do those. Some of the above posts are... extensive. Not so simple. I'd like what Stardock has expr
Cut and Paste of my post on this topic in other thread: March 31, 2017 5:49:50 PM from Galactic Civilizations III Forums &n