[quote who="erischild" reply="12" id="3565320"] Quoting Larsenex, reply 6 Erischild you are correct. That is really what I ment as well. So if you have Ancient and yoiu are mining a culture relic and you added 3 modules of mining you would get 30% culture bonus and 30% research bonus (ancient trait) from that ONE relic.&nb
Franco fx
[quote]I wonder if the AI is using this, at times, to compensate for empire wide shortages? If so, its shooting itself in the foot. [/quote] Based on my soak observations, the AI uses birthing subsidies almost exclusively. Note that I said almost.
Question regarding the minor race mod. If I play with these races included as majors and I choose to include minor races, will the races possibly appear twice in the game? I am assuming that they would, and I have been avoiding picking them if I am going to use minors. If I choose to randomize races I would choose no minors. Am I correct in my thinking or is there possibly some exclusion that prevents duplication? I like your ideas and I am using some and considering more. I a
So, I am assuming that if you are Patriotic the approval relics work okay.
I have never read a manual that was worth the time to read it. I seriously doubt that 10% of the buyers give 2 whits about the manual. You learn the game by playing it and asking questions.
[quote who="The Uggster" reply="4" id="3564376"] The same could also be said about the US and Israel if you want to get political. [/quote] My country, In her intercourse with foreign nations may she always be in the right , and always successful , right or wrong .
What the heck are they for? I get a message in my tray that I have 4 new inventory items and when I click on it it shows me 4 icons. One of them is referencing Drengins and the other 3 reference Altarians. They appear to be links but when I click them nothing happens. ????
[quote who="Nastytang" reply="24" id="3564966"] mass is what Paul was about. He has to do something about it. When he does it will brake a lot of ships,...... what he plains is to be able to load the ship up in designer and take parts off till it can be used. Not going to be a Happy day when this happens. [/quote] It is easy to mod the sensors in ShipComponentsDef in a game file and plug it into your docs as a mod, (see below). I changed the range to 4 and the mass to 6.
Haven't the sensors already been cut back? I know that my potentially first turn sensor boats cant be built since the last patch. I did a mod so I could build them. As long as I have this kind of control they can do as they wish. Paul has also mentioned that there is a major issue of breaking player ship designs that is complicating the sensor issue. <p
Promethium comes from gas giant dead worlds if that's any help. Thulium is also from dead worlds and I am not aware of any special quality that further differentiates it from the other dead worlds. I have not noticed any shortage of Thulium on the largers maps I have been playing but Promethium is definitely in short supply compared to all but the anti-matter which is next to non-existent.
You should be down loading to My Documents/My Games/GalCiv III/ Mods. The only thing that goes into the Steam files are the ship designs (per the instructions)
Don't locate colonies too far into their territory. Build culture improvements This is just a couple of hints that might help. You may have let them get the upper hand on you. How far into the game are you/ Are any other of your planets in jeopardy?
Is it possible to mod a factions traits to make it a more or less super faction? If so it would seem that this would be an answer for those who want a more challenging AI without the cheats, I.E. fow elimination and the cash and tech bonuses allowed at the levels above normal. Obviously the super faction(s) could be used by a human player but that would be silly if the game is already too easy. It would require some balancing to get it right but it seems you could make a faction
Bottom line, you can use the first 2 tf techs without waste. After that you risk wasting some of the ultra tiles.
Someone said in another thread that carriers will only regenerate their fighter at a star base or ship yard. Is this a fact? If so it severely limits carriers and this has never been my understanding. If it is true this has been changed and reduces the power of carriers substantially. No one questioned the post made after the comment was made so I wondered if it could be correct.
yes, they are turned on but still don't show up
Posting this mainly due to curiosity. The game seems to play perfectly on my computer except I do not get the ship trails that show up prominently on the dev streams. This is next to nothing to me and the only reason I mention it at all is curiosity as to whether it is some setting or just a deficiency in my video card. My computer is a Cybertron with a Gforce GT 610 with an AMD fx 4130 quad core processor. I need to upgrade my RAM to 16 from the current 8 but it seems unlikel
I have had some problems with my mods. Less so with others. There was no reason mine should not work so I edited the game files and tested to confirm it worked. It did so I copied the edited game file and pasted it into mods. Then I restored the game file. Voila, it worked. Don't know how or why. They should have worked from the get go, they were very simple mods, but I don't question providence. I have had to work on the mod files with each patch. Not only min
I don't get the problem. Set the borders as you wish and if they are violated declare war.
The tech trees work on the "Age of" system. The first age is the Age of Expansion which is fairly brief so you may not notice that it limits your tech selections. The next is the Age of War. This covers the second tier of techs and seems sometimes to go on forever. Last is the Age of Transcendence. You can't research those tech until you have progressed beyond the Age of War. The bar at the bottom of the tech tree gives you sort of an idea where you are, but I often find it hard t
I am thinking of a mod with a totally black screen, where you have to guess where everything is, Very challenging. :)
[quote who="sweatyboatman" reply="8" id="3563034"] Your culture isn't your borders. Space is vast. Your borders encompass the atmospheric bubble around your colonized planets. And yes, the AI gets annoyed when you fly through their space. Just like you get annoyed when they fly through yours. Huh. How about that. [/quote] Yes, I was playing an immense game recently where by T180 I was so far ahead of the 7 AI I got bored and put the game on soak and watched my
[quote who="Ambermonk" reply="2" id="3562784"] 1. Interstellar Travel 2. Xeno Commerce 3. Xeno Industrialization 4. Universal Translator 5. Diplomatic Specialization 6. Diplomacy [/quote] I pretty much agree with your ideas but I wonder why you assign XC such a high priority? I generally don't need approval or BC early on. Based on your logical approach I think I may be missing something. :)
I guess it depends on how you look at it. I see the refined Durantium being spent (used) on the adjacency bonuses, maybe not ship augments.
Will the AI figure this out, or just curl up into a ball?