Syntax_VI

Syntax_VI

Joined Member # 6488932
11 Posts 175 Replies 1,790 Reputation

confirmed, also threads about it here & here https://forums.galciv3.com/473164/page/1/ https://forums.galciv3.com/473651/page/1/#3604864 it would also appear that whole perks in the ideology tree dont work (watchful doesn't grant fighters, the benevolent perk that stops war declaration doesn't work a lot of the time). Th

3 Replies 4,785 Views

You can use your center mouse button to change perspective on the mini map. you most hold it down for it to work. You can also zoom in and out by using your scroll wheel. If you do not have a clickabale center mouse button I'm not sure if there is another way. Took me a long time to figure it out as well, not exactly intuitive.

7 Replies 5,940 Views

looks like a great set of changes ! Also noticed this in the 1.5 opt in change log: Mods Changed flavor text definitions so that they can have groups appended to with mods. Changed the preclusion rule so that the player can build a single improvement from a set that you've defined I'm sure you'll find a lot to do with that second one :) <

735 Replies 1,236,667 Views

The ideological tree pragmatic - trait Watchful all ships receive a free fighter escort does not appear to work - either in my influence or within a 5 tile radius of either my planets or starbases. Not sure if its bugged in the regular game as well. I was wondering if advanced carrier modules could function in tandem with the earlier pick (interceptor or guardian with possibly another module for beams if you make no choice) so you get 3 fighters with the same weapon loa

735 Replies 1,236,667 Views

A bit more balance feedback: Would be nice if the 'immune to nebula' trait was scaled back. The new nebula you've made are really neat to see and utilize, however once a generic level of tech is achieved all the AI ships ignore the nebula. Perhaps this trait should be limited to components requiring strategic resources? Overall love your beefed up defenses. Makes ships much more interesting to balance between power and protection - however the curren

735 Replies 1,236,667 Views

Just wondering what other players are getting out of the new AI? I have not seen much difference other than planetary builds (which are better). The AI doesn't seem to fight with other AI's in a meaningful way. They focus on parking their ships in my territory even when at war with others. When they do fight eachother it rarely results in planets actually changing hands (other than via culture flips). The AI is building and using fleets, w

4 Replies 17,985 Views

I'm starting to think that some reports about the game not being 'optimized' for bigger maps may be true. In any case I have 24gb of ram and a top of the line gfx card and run into similar problems (no black screen though) at around the 300+ turn mark of insane maps. That being said I do think there are a number of things that will hopefully improve in 1.5 or 1.6. One being the sheer volume of constructors the AI builds and shuffles around the map, and curre

3 Replies 11,333 Views

Again, not sure if it is intended but the Altarian Healing pools do not upgrade to the Drathin Temples (the last morale building in the tech tree). *Edit* disregard, just realized it was a colony unique. My bad. Overall though, I think most of the altarian uniques probably need a balance pass. In practice many of them are only marginally better (or sometimes even worse) than the standard substitute. The temple is fine though.

735 Replies 1,236,667 Views

Actually that could be an interesting idea. What if carriers costed 30-40 logistics for ONE but could have a tonne of fighters? You'd never see more than one (or 2 and nothing else) in a fleet. I wonder if it is possible in the files though? On a somewhat related matter, what if one of the decision trees forced players to choose between capacity vs logistics. Currently these are the two most important picks and they are usually in separate trees. That way you could

735 Replies 1,236,667 Views

Few other questions, as I was digging into the files. I'm sure you've worked on this, but I'm wondering how 100 turn strategies in the files actually effect the AI? It struck me that I'm often still in the colonization phase (often well after turn 100) with no need for much of a military unless I find myself right up against another AI. These plans seem to cap out at turn 100, and ofc well before that the AI turns its attention to a (generally) useless military build up of obs

735 Replies 1,236,667 Views

Not sure if it's intended but the shrine of Tandis adds 0.3 Global Morale (to every planet) - Altarian Tech. The amount is so small it doesn't really make a dent in anything.

735 Replies 1,236,667 Views

Hmm, you might laugh but I wonder if things have gone too far with carriers. As near as I can tell for 35 mass you get a ship with 2 guns, 1 Shield, 1 PD, 1 Armor, and however many hp. Depending on what you specialize in 10-15 mass of damage/defense for 35 mass. On one hand I like the fact that you changed the filler components and changed the modules to one fighter each, but I think in tandem it might be an over nerf? I plan on using carriers a lot this game, so I'

735 Replies 1,236,667 Views

Just some behavior I've been observing with the AI. They are utilizing economic, mining, & archaeology modules - but not defensive/offensive modules in any way. This is some 350+ turns into a game with lots of starbases and not a one of them has a military upgrade (insane map, probably 15+ players, genius to godlike AI). They will send their constructors to a base, park inside it, then do nothing for a few turns then leave and go to another starbase (without upg

7 Replies 19,705 Views

I'd really like to see this problem addressed, but filing a ticket with a save game seems less than helpful as the problem is intermittent at best. How should we go about this? This bug has been reported in these threads: https://forums.galciv3.com/465873/page/1/#3557297 https://steamcommunit

6 Replies 23,976 Views

really enjoying the latest version (though I have tweaked the difficulty to give incredible/godlike AI's more of a punch). Game is actually going really well now, great work thus far! I might just be more aware of it because you mentioned it, but I'm seeing some really large nebula (not all are big which is nice) that add quite a bit of flavor. Have noticed that all the AI's seemed to have stopped really upgrading their starbases. Some economic modules, but

735 Replies 1,236,667 Views

I think everyone still has the issue, but you cant send in a save game file, because its intermittent (still works for me one battle, then cuts out half way, then is fine again the next battle and so on).

5 Replies 4,463 Views

ah but distances are immense on an insane map, and a battle group may be very far from home for a very long time when on the offense. Being able to regen losses and auto (free) upgrade are very powerful abilities not matched by any other ship class. On defense this may not be such a big issue, but If you have several hundred carriers and upgrade to the next weapon type they are all that much more powerful on that exact turn that your research completes. No need to scrap and rebuild. This may

33 Replies 82,343 Views

I only play on insane maps, where tech come relatively quick (even on very slow) and carriers are in a special place that do break many of the games rules. 1: carriers get to auto upgrade their weapons and armor (in the form of their fighters) with each tech level at no cost - no other ship or unit gets this ability afaik 2: carrier task forces are like the zombie horde - if you don't kill the brain (the actual carrier) they just keep coming back - as the ti

33 Replies 82,343 Views

Use the video Gauntlet was so good to make posted in this thread: https://forums.galciv3.com/472426/page/1/#3597120 everything he mentions is good, except the shipyard files you will need to change, as they use assets that are only available in his mod. I highly recommend you download it (even if you don't actually use the files) for reference. Use his ship

25 Replies 94,402 Views

Precursor souvenir shop, Krynn special building - colony unique. This building kinda struggles with all the tourism updates you've done. It's essentially the same thing as the standard level 2 tourism building (both increase tourism by 100% and both provide 2 levels bonus to tourism). It does proved +1 income instead of the (global) morale boost of a normal tourism building. However once you get to level 3 tourism building (+ 200% tourism +3 global morale) it ki

735 Replies 1,236,667 Views

Wow, those are the two of best shipbuilders for sure! I finally dug into the files and got the AI to use custom ships. Not exactly easy. Wish you all the best with this!

25 Replies 94,402 Views