All the number crunching in this post isn't factoring the citizens' leveling up in their specialties. Probably doesn't change the end sums a great deal, but tossing around equations with missing elements seems a poor form of argument to me. I like the promise of the features laid out in this post, but I don't think they'll un-break the game for me. Every time I get a good game going I'll meet some race that is uncatchably ahead in tech by turns
Go4Celerity
There are a LOT of things I would like to see added to the base game. There are a lot of things in the base game I would like to see expanded upon and flushed out. The items on this list aren't among them. Not going to hijack your thread with my wish list. I've read many other requests for the same or similar elements to be added to the game. They have not. The devs seem to have their own vision for GC3 and stick to that. Whether these are
Agree its a low priority. I like the sound of several features suggested here. Another I'd like, and I've asked for this before, is a toggle function that can cycle the attachment of a selected part through the hardpoints on the part it's attached to.
The AI gives away too much money when the player is selling tech, yes, but it offers too little money when it's buying tech. 152bc for interstellar governance? C'mon.
You want the AI to make good decisions? Good decisions require good information. Does the AI get good information with which to base it's decisions? No. We all know that the military ranking system is broken. It doesn't account for enough factors and misleads the AI into conflicts it loses. Power rankings and the data that go into them need an overhaul BEFORE diplomacy coding that's based on them is rewritten/expanded.
Asteroid mining is a waste unless you're rolling in cash mid or late game. Go to govern. Play with adjusting your spending. I rushing Manufacturing improvements and colony ships early can get you out the gate quicker. Econ starbases are HUGE. Especially for you homeworld or anywhere you can cluster planets.
@Frogboy I liked your idea in stream last December about embassies being something you established with another Civ rather than just an improvement you build. Have you fleshed this out any or had any other thoughts? I think locking out trades until an embassy is established with the target civ would be neat, but too limiting. A player would need more options for opening negotiations. Ship to ship hailing to communicate and negotiate would be a neat and im
Enumerate all values for all .xsd files. No more you can add this here but not that. ex: I can mod Growth into GamePacingDefs.xsd, but not PopulationtoProductionMultiplier.
[quote quoting="post"] - Living galaxy (the lifeblood of the galaxy will be visible) [/quote] [e digicons]:grin:[/e]
[quote who="admiralWillyWilber" reply="15" id="3660808"] ... wait the game can auto place components. [/quote] Really? I never noticed such a feature.
I gather that nebula are scarcer becuse object desities were increased. The game can't place the nebulae because there aren't enough empty spaces You want to mod it out you need to reduce object and star densities back to former values.
So quiet... Must be a storm coming.
Well maybe they'll make good on their promises by giving their beta community the Crusades expansion for free. (Holding breath.....)
I like really slow games. I modded base growth from 0.2 to 0.08, population to production exponent from 1.0 to 0.92 and increased the tech inflation_all exponent and the tech inflation_tree exponents. Pacing is much better now, though the numbers could use some tweaking. Afraid it may break the ai's colonizing some with the default 2.5 pop per colony ship.
Might as well wait another month (or two). Brad has been full time on GC3 for 2 weeks. Long enough to make great improvements great improvements (performance especially), but not long enough to make the game experience much funner.
I have reservations about this idea. I think it's premature. Does it mean that the AI will soon be copying advanced players' exploits of the ship role system and using them against casual players. I don't build unarmed escorts loaded with defenses to soak up enemy fire while "glass cannons do the killing. I think it makes bad space opera. Have you considered fixing the obvious exploits first, then seeing what designs we come up with? The
Administration!! Finally.
StrategicRepair not enumerated for ShipHullStatDefs.xml. ...... Stymied again.
I've never been happy with game pacing. I've read the comments in v1.90 feedback and decided to have a go at modding PacingDefs.xml and came up with this: xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Schema/PacingDefs.xsd"> <
Updated to provide for new content in ShipHullStatDefs.xml Evasion bonuses were toned down from earlier iterations and seem more balanced now. Upped Cargo hulls' HP back to 10 as their "sitting duck" evasion penalty makes them vulnerable enough.
Why this: HitPointsCap Ship Multiplier <Value>
So you're playing against North Korea? Are they a custom faction you made or downloaded? I'd like to have North Korea in my games. Link please?
Hi. You can't build mining starships like in GC2. You can build mining starbases with constructor vessels. Just add the mining ring once the starbase is established. The starbase will mine all resources within it's range (displayed as a ring around the starbase/ constructor when selected. There is no printed manual. There's a wiki, and most info is available by mousing over an object.
I want the AI to Stop turtling. I don't kill turtles, except to brad and fry them and that was only once. I want to be able to globally disable auto-upgrade of improvements. I want a colony map that's a sphere of hexes I can rotate with the middle mouse button. I don't want an old, rehashed Mercator projection from GC2. I want my 3D world maps to slowly revolve as I view them. I want there to see a light side and dark side as I view my w