PocusFr

PocusFr

Joined Last seen Member # 644461
15 Posts 48 Replies 487 Reputation

Mmmh, I'm just disappointed there is no piracy gameplay around that. It's like saying that why having U-boot for Germany, it is sufficient to conquer the UK to disable the convoys. Not the answer I was looking for, for sure! I still don't understand why the tiny ships from GC2 have been removed, they were a lot of fun.

5 Replies 25,011 Views

Hi, I have a fleet stationed on an enemy trade route and I see no effect. Can you pillage it to get some credits, or break it? I remember good old GC2 had these tiny merchant ships you could take pleasure into destroying, this was very fun. Why they were removed? Plus at peace it gave a feeling of a living universe, which was cool.

5 Replies 25,011 Views

2) are you sure there is enough tiles on the planet grid? how the game determines which ones are unlocked 3) I would favor having them as colony ships, so they can't escape orbit without penalty. Think like an emergency retreat, you need 1B on each. Can be 'fun' 5) The one problem there is to solve here is AI colonizing in your turf. And then losing planets through flip. So you still end up with many planets. I guess the commonwealth will be the answer here too. But it means y

1,416 Replies 4,486,732 Views

About anomalies. IDK what can have happened. Your mod was the only one I had and I never installed it before. Oh well, I guess I'll cope with that in my current game. Nice additions, I like blackmarket the most. It broaden the choices. Now you can pop a mining starbase even on a not much needed resource (like you are already swimming in thulium) just to have it convert said thulium into cash. This is a novel strategy and this is the kind of little touches GC3 needs direly, this fine t

1,416 Replies 4,486,732 Views

In answers to your remarks: 1) too much bother about this 'one per category'. My modding and gaming time is quite limited, so if I do another mod I'll instead take another approach. If I create a line of components, then I'll assume the player will end up using one of each, like the stellar accelerators. So the solution is to have each one doing more or less as the previous one, with only a very small benefit (like reduced mass). This way you can pile them up as you want, it is

4 Replies 11,279 Views

I have been testing and playing it in my ludicrous sized game, turn 140, 15.000 parsecs under control. No issue. As for balance, it might alter it a bit, possibly. As I said in the readme, kinetic weapons are powerful but armor rating is high, so they can be countered. So if you persist in not adding armor onto your ship, as the AI often favor kinetic, you'll be for a bad time. Beam, they are rather weak in damages, but shielding too, so this definitively change how they were. Now the

3 Replies 92,294 Views

Hi Seilore! That's nice to see someone is on artifact modding! Remark: Can you please state compatibility regarding vanilla and GRM. I guess your mod is, but for everybody, states it clearly please? For the rest: 1) I never managed to have the 'create monster' artifact works. Do you? 2) there is one providing 25 social points. I don't remember its name. Can you tweak it, if not done so, so it gives 100 points (like a freighter). Otherwise it is very ane

7 Replies 21,541 Views

Great new and delightfully beautiful anomaly! Playing your mod and knowing your love for the ship builder, I always check all new races ships I see systematically. And check all anomalies beyond salvage too, as I know you have worked on them. It is cool and immersive. Continue the good work on custom text, this is also a big plus for a live and diverse universe! Edit & unrelated. Can the 'spawn a monster' artifact fails in my GRM-game because you removed a b

1,416 Replies 4,486,732 Views

I have been playing with occasional anomalies. I can't say I'm checking what the salvage anomalies does, they all give 5 xp and 20 credits for me more or less. Perhaps if the flavor text was different ? Or they do something slightly cooler? An occasional durantium or resource? The encounters , I have one every 1000 parsecs :-) I will probably not play again in occasional, but then I fear to be swamped in a game of whack a mole with anomalies if I crank

1,416 Replies 4,486,732 Views

Hi there, This is a mod that rework from the ground the damage and defense of 'standard' components, i.e. the main line of techs for kinetic, beam, missile and then corresponding defenses. https://www.dropbox.com/s/8479a7zglbiby6z/GC3_WeaponsDefense_Pocus1.0.zip?dl=0 Compatibility: Vanilla-compatible, and thus GRM-compatible. It also add a description t

3 Replies 92,294 Views

Is it possible to restrict a component to particular hull? I would like to propose 'Civilian Engines', for cargo hulls, cheaper but bulkier. Is it possible to restrict components to 'one per category'. I know of the 'one per ship', but I would like to propose several Stellar Accelerators, but only one of the whole family/category can be added. You would have the choice to place the best, costliest, or go for a weaker but cheaper version. I don't want people to add one of each. <p

4 Replies 11,279 Views

There is something I appreciate quite a lot in GC3, is that you can rename almost anything, and in particular you can rename planets you don't own and any fleet, even enemy fleets. And why not, this is mostly a SP game, and if it pleases you, what's the injury? :-) But there is something that bother me. When you rename a star (not a planet) then the hidden name should be changed too, because it is not. It means that a new shipyard or fleet will still bear the old and hi

0 Replies 11,069 Views

Ah yes, I saw that too. This is a bit annoying, there should be some motivation to make peace, even if one side has the advantage. If there is no motivation, then wars are basically never ended because by definition one side has no interest in making peace. Can this be modded somehow with events perhaps?

5 Replies 20,910 Views

Hi again, Continuing to enjoy your mod, some design are exquisite in originality, beauty and work put into them. There are a few I like a bit less, although they are still quite good. For example the Trelkarian, with their fish-like inspiration are really cool. I'm less fond of the theme for the Arkborne, seems a bit too lego-like. Anomalies. Definitively something weird. I reduced them to occasional, because common for me gave a plethora. If you further r

1,416 Replies 4,486,732 Views

How should they spawn? Because despite having the messages they have appeared, I never actually see any one of them, in 3 games...

6 Replies 39,880 Views

I'm not too sure actually, I read in another thread that you were reporting that early events were weirdly weighted with most of them probably never triggering because of that. About anomalies (change of subject), I think I found 3 'encounters' so far done by you. One is about an abandoned science station, one is about a Fulgar operation and a third one. How many did you make, because (and sorry I guess that's some work) they grow old after some time. Hore

1,416 Replies 4,486,732 Views

Excellent and fun! That's funny because I'm doing the same exact thing in another game at the moment! And thanks again for your excellent mod. I wish you could help also fixing vanilla issues, like you said in another thread that many events are not weighted properly, perhaps these things, you can fix in your mod? Here is a screeny for you, I guess you like when people play your mod: <img src="https://imagizer.imageshack.com/img924/4408/35z3gc.jpg"

1,416 Replies 4,486,732 Views

Well I don't understand then. It was well within my line of sight but in enemy territory. Do you need a special vision thing? Can it fail if one of the hex around the click is occupied?

3 Replies 17,958 Views

Hi, Music is fine, but I often loses sounds, and then after some mn, I regain it again? It only happens once I'm a bit in the game (turns 100+) so might be memory related? Now, I have 32 gigs of RAM and GC3 top at 9 in usage, so ?

0 Replies 4,840 Views