I'd like the ability to tag anomalies and events as unique and only occur once per game- if at all.
Go4Celerity
[quote who="lyssailcor" reply="19" id="3672209"] If the invasion math stays like it is now then approval already affects invasion chances because low approval reduces resistance. [/quote] I don't follow. Resistance effects how well population fights when invaded. In the new invasion scheme, population doesn't fight at all. So resistance will either have to further buff soldiering for defense or be removed as a stat modifier entirely. This ha
I'm a bit disappointed that this question thread didn't get any love in yesterday's stream. Twelve minutes into the 3/29 stream Brad mentioned that soon after Crusade is released you're looking at more support for modding (paraphrased). What does more support entail? Do you mean just race creation and ship designer stuff? Or is there some impetus towards fulfilling some of the requests in the Modding Wishlist thread here: <a href="htt
Hour 'til bump.
I finally got to watch the Crusade preview stream last Friday night. One of my questions was answered: Administrators are non-recoverable when lost. So burning an administrator to build a constructor that's used to make a shipyard means we trade an administrator for that easier-to-get shipyard? Not a good trade, maybe, but games are about choices. This raises another concern, though. Will b-lining to weapons techs allow me to build an early attack ship I
Yeah. Not sorry I missed it. I was 10 feet down a chimney wielding a rotary demolition hammer to earn a living when the stream was supposed to air. I get home and fire up the computer (after 2 beers and supper) to watch the stream and the link on the Twitch/ Stardock page to most recent broadcast takes me to 1 minute 5 second broadcast that strongly suggested some technical difficulties going on. It's followed by a 15 second broadcast of more of the same.</
[quote who="Island Dog" reply="6" id="3671419"] They will be previewing Crusade and I'm sure taking some questions from chat, so that would be the most efficient way to ask. [/quote] Not efficient at all for working people that have to catch the stream on the replay. [e digicons]:annoyed:[/e]
[quote who="Frogboy" reply="47" id="3671122"] New Survey Ships can be built using the tiny hull or cargo. [/quote] The screenshot posted on your Crusade Preview Stream thread clearly shows a medium hulled survey ship. Is this not a screenshot of Crusade? BTW, none of my questions on this or on the Crusade Dev Diary 5 thread were answered. Not implying that I'm obliged answers, just saying they weren't answered. Reply#14 this post an
Will using a constructor to build a shipyard return the administration point it took to get that constructor to the pool, or will that administrator be lost for other purposes?
[quote who="Franco fx" reply="70" id="3670065"] Worker is a poor name for a super ability. It should be changed to perhaps Production Manager, or if limited to one word, just Manager, or even Foreman is better than Worker. [/quote] "Industrialist" Make the manu citizen a robber baron.
If colonies cost administrators then conquered colonies also cost administrators? So through conquest I achieve a net negative administration that I have to offset before building my next starbase or colonizing that extreme world that has been waiting for the tech unlock? Is this how it works? Is conquest factored into the new balance and not hamstrung by administrative caps?
[quote who="DevildogFF" reply="2" id="3669954"] I'm so thrilled for the fans to get their hands on this soon. It revolutionizes GC3 and is easily the best expansion Stardock has ever done! I'm happy to relay what information I can about gameplay, if anyone has questions! [/quote] I'm anxious to hear what interface improvements, bug fixes, optimization, improved ship blueprints, diplomacy changes or anything else that's being worked on for release w
Trade route raiding is in the code. Total turns of raid and consecutive turns of raid to kill the trade route is also in the code. I've never actually seen the AI park a ship on a trade to take advantage of this. Worse, pirates don't raid trade lanes. They don't act like pirates at all. They act like suicidal lunatics. I suspect the AI was never written a code to go after trade lanes like it did in the previous Gal Civs. Gross oversi
[quote who="Fragnafritzz" reply="9" id="3669425"] Ok there mr patronizing, I asked where this was. Do you know? I used to be quite familiar with the config files in this game but things have changed a lot since last i looked and I know how many there are. [/quote] C:\Program Files (x86)\Steam\steamapps\common\Galactic Civilizations III\data\Game\MapSizedefs.xml These lines: <BaseAdministrationPoints>
Asking for this option.... again.
[quote who="TheFunMachine" reply="5" id="3668984"] https://remnantsoftheprecursors.com/2017/03/01/9-ways-that-4x-ais-disappoint-us/ [/quote] +1 without taking up 7 acres of thread reposting the article a forth time.
I'd like shipyards to cost an admin and to have a slew of available upgrades... ...upgrades that... boost defenses are required to build ever larger hull types add stat bonuses to ships constructed there allow parallel construction runs for smaller hull types give gearing bonuses to sequential runs (a .9 exponent applied to the manufacturing cost of each sequential identical ship for example) I want citi
[quote who="Horemvore" reply="22" id="3668688"] Quoting Go4Celerity, reply 20 Yes. Do it in C:\Program Files (x86)\Steam\steamapps\common\Galactic Civilizations III\data\Game\StaticShipBlueprintDefs.xml Thats for Starting, Campaign, Tutorial and Event Ships. Has nothing to do with the Designer
[quote who="DivineWrath" reply="16" id="3668626"] -Why do colony ships fill option start at 2.5 instead of the full 3? [/quote] GalCiv3GlobalDefs.xml line 828 " 2.5 " I don't like that it doesn't differentiate between colony and transport module loads. One can't be changed without harming the other. [quote who="DivineWrath" reply="16" id="3668626"] Question. Can you make your own
Virtual memory setting? It's part of the trouble shooting; the game takes a significantly large memory cache to run properly. Not a tech guru, just posting from personal experience. I'm running an I7 on a laptop with integrated graphics and 16GB ram. I do fine with non-insane maps since I raised my virtual memory/ paging file to 20GB.
This sounds fantastic. I'm done with Gal Civ 3 until the expansion hits. The Colony rush is Dead! I hate the colony rush. Surveying gets love!  
The modifications I made are part of global defines. They should be effecting all races equally. I do not see why these should have altered my progress relative to the AI's. The mods are the result of my dissatisfaction with the pacing options provided. I want a slower game, and I could not mod PacingDefs.xml to adjust game pacing with these values instead of it's flat +/- %'s. The values, other than Growth, were not enumerated for that .xml.<
[quote who="erischild" reply="47" id="3667813"] Can you, without ranting please, despite the frustration, clarify what is happening and what you mean by "uncatchable"?[/quote] Here's a link to the save for the last game I gave up on: https://www.dropbox.com/s/gn7i180ogsmj64h/mak%27n%20money.GC3Sav?dl=1 Here's a screenshot of the trade screen: <a href="htt
[quote who="MacsenLP" reply="44" id="3667782"] You realize there are difficulty levels right? If the AI's are still "uncatchably" ahead for you on the easiest level then maybe the devs could make a difficulty level just for you otherwise I don't get what you expect them to do. [/quote] A comment like this explains while you've only acquired 4 Karma in 13 years on this forum.