[Edited for 2.14 5/12/17] I hate exploits and love flavor. I don't like how stacking defenses on Escorts and weapons on Capitals works the battle system. I also don't like how the stacking of % reductions to weapon cooldowns ends up boosting missiles' rate of fire by 1900% with the right techs/parts. I've altered the XMLs in the hopes of making it significantly less exploitable. Vanilla ship leveling is boring. I changed that, too. The Mod is
Go4Celerity
Done with the basics. Here: https://www.dropbox.com/sh/oyxwzhoiq7lelpq/AABEJW4YSjhauB0Yu0EUrvgqa?dl=1 Too late to post a thread about it explaining the details or what I intend to add. Will do that this weekend. This mod changes combat behavior and some base hull stats.
Thank You. I have Notepad++ now and it's a breeze. Looks like I have to redo my edits. The files are encoded. I hate Microsoft. Tried to get Notepad 2.0 last night to see if it would let me work on the files. They tried to bribe me with free music for a 5 star rating. Gave them a No Star rating and didn't buy the program.
I've redone BattleBehaviorDefs.xml and ShipHullStatDefs.xml. In the process I've broken some ship blueprints and need to go through every drone spawning component, module, etc. and do some cleanup. I need help. First, what's a good program to use? I was using notepad. When I saved as a .xml it was saved as a Word document. I don't have Word and they're not getting $60 from me. Second, is there any text for defense component
After Interstellar Travel there is one that reduces support module mass by 25%. That's the key one early.
[quote who="DeimosEvotec" reply="7" id="3632755"] It starts a comment, so code inside the marks doesn't have any effect. It starts with . Comments are used as an easy way to disable code without deleting it. [/quote] Thank you. Good to know.
Working on it. Does the " !-- " in Support Tooltip_Support 1300 Stationary <<span style="background-color: #888888
[quote who="mormegil" reply="16" id="3632116"] My opinion on the stacking bonus is that that it is fun, it’s fun to try and get the most out of your planets... In GC2, and early GC3, we had a cost per starbase that rose with each starbase built. I always found this annoying since it was arbitrary. Sadly this was probably a bad call on my part. But I do not want to simply bring back that system. I hope we can address these issues by just better balancing of the bonus, placem
[quote who="pshaw" reply="18" id="3630419"] Quoting Go4Celerity, reply 16 A system where linier sensor range equaled the square root of sensor power rounded up might have been easier to grasp than counting in sixes like a Sumerian. It result is similar to inverse of range, but we'll work to make it mo
A system where linier sensor range equaled the square root of sensor power rounded up might have been easier to grasp than counting in sixes like a Sumerian.
@joeball123: Excellent post. As with most changes to Gal Civ 3, this may have been overdone. An argument for sensor stacking a year ago offered the stacked antenna arrays NASA and observatories used as an example. I retorted by explaining how the inverse square relationship between distance and the intensity of light waves made their argument moot. A 120 antenna array does not give you 120 times the resolution. The suggested remedy was somewhat less str
[quote who="adamb1011" reply="2" id="3630186"] Is there patch notes anywhere? [/quote] On the Steam forums: http://steamcommunity.com/app/226860/discussions/1/392184522706494896/
Hurray!!! Hurray!!! Hurray!!! Diminishing Returns are here!!! I've always wanted this change. I've argued for it since Beta. It was Impossible to mod into the game and had to come from Stardock
Skipped to the end of this thread and may have missed something, but 1.7 is supposed to be fully compatible with old saves- you shouldn't have to restart your marathon games.
I really didn't think 3-5 were possible... at least within the scope of what can be modded. I still like the vision and will do what I can.
I haven't tried it. I have had a burning desire to make a mod that includes altering ship roles significantly. Never made a mod before. I intend to get to it after my most of my MTGO cards rotate out of the standard format mid-April. (I intend to get the most fun I can out of my $800 dollar investment with Wizards of the Coast while I can; they'll never see another dime from me.) The mod I envision has five parts: 1)
[quote who="Surge72" reply="9" id="3628485"] The mass shouldn't increase with more of the same module. The speed added per module should go down. You know, diminishing returns and all that good stuff. [/quote] I wish, but some reigning in is better that none. Announced in stream that sensors ARE going to be changed. That's the bigger part of the relief.
[quote who="neilkaz" reply="15" id="3628331"] I'll close in again stressing that we also need far MORE hotkeys. The only one that I am aware of is B to build a starbase. [/quote] Y = build shipyard No one seems to mention this. Was it missed? [quote who="Philocthetes" reply="19" id="3628559"] ... and C should center the map on the Current Object. [/quote] Certainly. And in both previous releases it did. &n
[quote quoting="post"] 6. Bigger ask: I play a custom race with coercion. I am constantly clicking and setting the sliders on my planet govern screen, then going to look at the shipyard assosciated with it. Basically trying to min/max my production of the planet item im building and the shipyard. In the planet govern screen, it would be a super big help to be able to see on that screen how many turns the item I'm building has left, and how many turns the
I'm glad he said that sensors are going to be reworked so that the stat provides a volume of coverage rather than a linear range. This ^^^, was my #1 gripe about Gal Civ 3. Also glad the mass element was added to ship components. Ship sorting options are great as well. Just wish the lists were compacted instead of expanded by default and that they didn't reset upon exiting the screen. It's a vast improvement, but still too ma
According to the stream it orders from the closest sponsor. No idea if it factors build times into availability as well.
[quote quoting="post"]( because of that i set farmer to -2 and fertility too) [/quote] Hmm... So shouldn't the Fertility penalty/ bonus effect the Assembly Project to avoid having this exploit available in race creation?
Roadmap on the Steam forums is updated with 1.8 and 1.9. Quoting Draginol: Version 1.8: The BIG UI update [Spring 2016] | DLC 5: Legends Version 1.9: The mega mod update [Summer 2016] | DLC 6: The Workshop Was changed April 11th to: Version 1.71: Player feedback based [Spring 2016] | DLC 5: Ship Parts Version 1.8: Player feedback based [Summer 2016] | DLC 6: The Workshop
The .xmls for tactical drives do not list a bonus to jamming (aka evasion). They list bonuses to tactical speed and acceleration. However, one or both of those stats may directly effect evasion chance. I've read a post where someone claimed this was true. It's easy to test. Evasion is visible in the battle viewer. Send otherwise identical ships with and without tactical drives into a battle and see what the tooltip tells you. BTW, tactical
[quote who="Gaunathor" reply="51" id="3623162"] You mean this ? Quoting Frogboy, reply 23 In GalCiv II, the components had a fixed and a % space cost. This ensured you couldn't put on 50 engines and 80 sensors because an engine