Franco fx

Franco fx

Joined Member # 642180
92 Posts 1,044 Replies 886 Reputation

[quote who="redviper37" reply="4" id="3587185"] I would have kept the wheel in 1.3, until it was totally sorted out, but well, what is done is done. Brad promised something better, so we should wait and see. [/quote] It is in the latest 1.3-2 release. You have full control. The govs are still in the game but you can ignore them. I have been trying to not use the planet wheel since it is short but it is a hard habit to break.

17 Replies 29,167 Views

A little feedback just for the sake of conversation. Your ships are great as usual, but I don't get the organic looking bug legs for a cybernetic race? I suspect it may have something to do with the ship designer limitations. I like your animation for the most part and I have had no performance problems with it. I am not a fan of the ship bouncing since ships don't bounce in space. I realize it is a personal preference and it is worth it to get the ships. :) I love the weapons

1,416 Replies 4,486,833 Views

Start Steam and make sure your have selected use steam overlay in game. Start the game and make sure you are connected with Steam. Instructions to start the steam overlay are in the upper left at top of screen, if you aren't auto connected. Choose your custom race or ship in the ship designer and click the upload button

1 Replies 24,691 Views

It just occurred to me that invasion should offer an option to siege the planet with warships vs an invasion. The planet could then fight the siege by sally forth or outside help. The planet would fall after X turns depending on PQ and food factors.

44 Replies 68,249 Views

[quote who="FieldMarshallRommel" reply="12" id="3584444"] For some reason none of the mods I have installed are working even though I have allowed mods and have restarted Galactic Civilizations. Have you or anyone experienced this? I am running the 1.2 patch. [/quote] What mods are you using? I have had certain mods stop working but they were shown as culprits when the game starts and you can remove them or fix them. Usually fixing is n

21 Replies 23,589 Views

Explain this to me Buck. I assumed this mod just made it possible to research all the specialty techs. I don't understand the reference to adjacency techs . I can't find such a thing/reference in my feeble mind. Other than that, are you saying that the changes made by the mod can not be reproduced in the new 1.3-2 xml files because the files that were modded are now gone?

55 Replies 155,363 Views

It is all a matter of what they program them to do. If they are programmed to build improvements, I am pessimistic about their usefulness. I have been following the GC games for many years and the AI can't build improvements that will satisfy a human player. This is especially true with adjacency bonuses. I would trust the AI to colonize for me before allowing them to build improvements. In a game today I set the governor to wealth on a PQ9 planet. It immediately started covering

8 Replies 55,427 Views

[quote who="naselus" reply="28" id="3586128"] My empire's ideology should be shaped by the way I play the game and not by the me deciding which set of bonuses I fancy this game. Colonization events should be a rare bonus, not something that I might have to click through 3 or 4 times in a single turn. [/quote] Yes, absolutely!

44 Replies 68,249 Views

[quote who="joeball123" reply="6" id="3585237"] This sounds like you're planning to remove the player's ability to choose what improvements are placed where. [/quote] I gathered that the templates would be a choice to help with micro-management, but you would still have the option to place all improvements yourself.

18 Replies 35,388 Views

Another thing, I may be overlooking the cost factor, but if you want more flavor and immersion, I have three words, voice-overs, voice-overs, and voice-overs.

44 Replies 68,249 Views

A couple of observations, I totally agree with you on the rewards of trade routes. They were great in GCII but not so much in III. Too few routes available, and too little revenue, compared to other sources of income. Trade routes should easily outpace tourism. I have never been advised that another faction has opened a route with me. Maybe they are doing it without my knowledge, but if so there should be some advisement that a route has been opened. If they are not sending tr

6 Replies 36,796 Views

Make flavor text easily moddable. Even if it makes no difference I like having the ability to tell the AI to KMA and DIAF. Hint: they should act insulted if I do that. And, for god sake give the AI something to say to humans other than "good to see you walking upright". It is a great line but it is used too often, and with all the custom human races it is less appropriate.

44 Replies 68,249 Views

In case someone tells you how to do it, throw in "Hall of the Mountain King".

12 Replies 89,020 Views

If you are familiar with the cheat console, you just type in soak and press enter. If you are not familiar with the console, you start the game with the cheat addendum to the exe. When the game is running, hit the ~ key, then type soak and enter. In the soak mode the AI controls all players and the human watches. :)

20 Replies 85,009 Views

It is the nature of the "war frenzy", "we love war" factions to declare war later on, in spite of hell. Embassies will not stop it, they might slow it down a tiny bit.

2 Replies 9,452 Views

[quote who="naselus" reply="1" id="3585868"] Oh, you're serious?!? [/quote] Sort of serious, but I knew the answer. :)

20 Replies 85,009 Views

Insane, 9 factions, normal difficulty. Tell me if this seems odd. I played for about 30 turns and built up a 2:1 lead for my custom faction before going to soak. The power ratings were swinging wildly by as much as 500-800 points per turn. The game went on for nearly 500 turns and my faction finally won a tech victory. There were lots of squirrelly stats but the oddest seemed to be that in all that time, no colony was invaded by anyone. A few factions had researched la

20 Replies 85,009 Views

I enjoy the ship designer as much as I enjoy playing the game, so I have a lot of little things that I would like to see added to the ship designer. Most of the things, like a better method to rotate the ship, have been requested by others so I am not going to submit a long list. Many of the changes will probably come in time. The one thing I would most like to see, and I don't recall seeing in the forum, is to

44 Replies 68,249 Views

[quote who="Khazdek" reply="13" id="3585062"] So why is the planetary wheel so good and what does it really add to game play? [/quote] TBH, if you have to ask that question, the answer would probably be meaningless. I don't mean to sound like a jerk by saying that. If you are entertained by playing without the wheel then you are luckier that those of us who depend on it to make the game playable. Now, I don't understand using it on every turn. I might use the global

36 Replies 112,475 Views

I am skeptical but I will wait and see what they come up with. I have started 2 games in 1.3 and they are pretty dismal without planetary access. They will need to come up with something a lot better for it to improve on the current system, which admittedly can stand some improvement. BTW, I humbly submit that the governors in 1.3 seem worthless to me. All they seem to do is build the wrong improvements and set the sliders exactly where I would not set them.

95 Replies 588,042 Views