[quote who="Avatar137" reply="37" id="3667717"] Quoting admiralWillyWilber, reply 36 snipped... That is one mechanic I would use as an easy way of remembering what my planets do, ... Just to share what I do to help me remember what my planets are for once I start specializing them
Ser_JuJoo_Guppy
As someone mentioned above, I really hope its not a fixed production % of 33% man / 33 research / 16.6 wealth / 16.6 shipyard. Not being able to specailize worlds properly / control that does not sound good to me, I of course will wait and see. I am excited for the Xpack, but this is all pretty large changes to the game, making it play almost like a new game. That can be good and fun, or can end poorly. Dont get me wrong, I suspect its going to be awesome, just always nervous about such
The wormhole mechanic was my first thought, but as pointed out, there is no system in place for actually specifying coordinates to arrive at that I am aware of. I appreciate the replies though. Maybe its a mechanic Stardock would be kind enough to add sometime down the road :P I think it would be both useful and make for an interesting mechanic, I kind of think it should be a race trait choice or for a specific race(s). These races would need some other disadvantage to help with balance (Besi
Appreciate the reply. I know how to group and make cosmetic components, I was referring to creating new functional ones actually, I had hoped to add a couple unique weapons, whether they used a cloned model or my own model. As an example, I wanted to give my UNSC faction (from the Halo series) a unique weapon -- a MAC cannon. Essentially a super-sized railgun, was hoping to make it a railgun that had high damage, lower rate of fire type of thing. Is that type of editing possible? C
Hello, I realize this is a fairly basic / noob question, but I am slowly trying to get into modding GC3 a bit to make some of my custom factions more unique going forward. I have Notepad++ for editing the base .xml files, and understand the gist of doing that. But, I have seen the 'schema .xsd' files mentioned here a few times, and I am not entirely sure how I should be editing those / what program to use, and what else I need to do with them... I did note that there is an included GC
[quote who="courtneyme109" reply="3" id="3667185"] .... ever see the AI using Mercenaries? [/quote] Actually yes, the AI seems to use the Merc's quite a bit for me. They bought a couple of the ones I wanted in fact... They didn't buy them right away, but around the age of war they started loading up.
The title says it all, really. I am curious if it would be even remotely possible to make a "warpgate", some type of structure or starbase addon that allows vessels to instantly travel to a planet / starbase that also has a module... if I had to guess, this is well outside of modding from what I have seen, but I am curious if maybe someone with more knowledge than myself has an idea of how it might work. I have seen a mod that basically adds a starbase module that gives ships in its effect ra
Got ya, thanks! Makes sense, I shouldve considered it, but just figured that I could propose peace at any point (Just get rejected if its too soon). Glad I wasn't doing anything wrong, thanks.
I would be curious what you want added, especially since it sounds like nothing I list interest you in the slightest. I think there are things that are probably more important to be added, but I dont feel like the above wouldnt add something interesting to the game. *shrug*
Well, engine stacking (and 50+ movement) I feel is necessary for late game in the bigger galaxy sizes. I couldnt imagine trying to zip across the biggest map size with even 15-20 speed let alone lower than 15.. I mean, if values were adjusted so you could still achieve a 50+ speed without stacking engines, I would be good with that, since the AI would be more likely to keep up as well. So perhaps adding more research that allows you to eventually achieve 50+ speed ships with
Ah, recalled a couple smaller things: Especially with the coming race creation tools in Crusades, we really, really could use a main menu Ship Editor. This would be very helpful for designing the ships and such for your new race, rather than having to wait to unlock the hull types in game. Speaking of ship editing, I find that the zooming function in the ship editor doesnt always let me zoom out / in properly or far enough. I also find that sometimes snap points just
Hey all!, Since I was on here reading anyway, I figured I would post a few various ideas I would love to see added to the game. Some of these (I suppose possibly all?) have certainly been discussed in some form, but I do believe I still have different takes on these ideas. So, I suppose I will just jump in! First up, is one that has been discussed, and one I am still eager to see: Cloaking. I had a few thoughts on implementation and ba
I think a single size above Huge would be great, especially utilizing either citizens or administrators as you suggested. They would be like the Titan's in Sins of a solar Empire. Give them the ability to unlock and attach unique weapons / abilities that ONLY they can support (Such as a Dread Star weapon to destroy planets, I miss my Dread Stars!!!). Really a good idea.
So, I am not sure what I am doing wrong here... When I open trade windows with other races, I can see "peace treaty" as an option I can propose, so I know its in there... but... I can't actually speak to any races that I am at war with, regardless of who declared war, speaking to them is not an option... so how exactly do I propose peace if I cant even talk to them? What am I doing wrong...?
I've been having this issue since 1.9 here. It's like something is casting a shadow on everything unless you zoom way in. And since my race is using the 'steel' color set, they are almost completely black unless zoomed all the way in, and they have odd shading issues....
As a quick example, Before zooming in: After zooming in: Even after zooming in, the normals / shadows seem to be out of whack, but at least the black shadow goes aw
I am having this as an on going issue, too, and can't seem to find much information on it. I am using a NVIDA GeForce 980GT and keep my drivers up to date... still, after 1.9 I have all sorts of shadow issues where everything has a black out effect until zoomed way in, and even then the shadows are just, off. Its really frustrating, can't even see my ships in the color scheme I tend to use...
[quote who="joeball123" reply="25" id="3574085"] Snip [/quote] Thanks for the reply :) I do have the morale boosters, and working on getting more of the crystals haha. But yeah, not outweighing the negative quite yet. My biggest issues with the current setup are like I say the % multipliers actually boosting negative morale - that's just kind of silly. And, ive been able to obtain enough of them that I basically build one morale structure to get
Hello!, I realize this is a bit of a necro.. so apologies. But I thought I would throw my two cents in, and ask a question. Question is, does the Malevolence perk that grants +1 morale per planet conquered only applied through planetary invasions, or does colonizing count? The issue I am running into in my rather large scenario (Forget size, just, lots of planets everywhere lol) is that after colonizing a good amount, the Large Empire Penalty actually out we