Syntax_VI

Syntax_VI

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

Krynn Environmental research is granting +5 adjacency bonus for manu and science but only + 1 for economics. Not sure if it's intended (I'm guessing you wanted + 1 for each of those?). Also I was wondering if your mod works with the snathi dlc and new tech tree? I wasn't going to buy it, but might now that I heard there was a new tech tree to go with it, I might pick it up.

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It's an ideology event, the malevolent choice is supposed to give you a mass cap of +10% to ships, however in the event file it is targeted to 'faction' rather than 'ship' as technological choices do. I think that's why it's not giving the bonus to my ships when I choose it. Can anyone else confirm? I highlighted the line that I believe is an error in red below. Merciless &nbs

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The United Planets event that gives the chair to someone, I think it's supposed to double influence, where as I'm observing what appears to be a factor of 20x the influence emanating from each planet by the new host. Regular planets doing regular projects are generating 20+ influence a turn (most planets are generating 1.x at this stage). <span style="text-dec

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Krynn Tech - logistical optimization - 3rd choice says it adds 25% to military manu, not sure I got much of anything. Tracked two shipyards with 5 sponsors one went from 569 to 575 the other went from from 808 to 813. Definitely not 25% increase anyhow and might have just been from population growth for that turn :D *edit* found it I think. In the tech file the effect type is military, but the target is ship instead of colony. Could that be it? Now I wonder what it did

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Hey naselus, not sure if this is mod specific or a strange game mechanic. Pragmatic / Negotiator sais no one can declare war with me 50 turns - however this only seem to apply to the powers that you knew when you used the ability. I've regularly been DoW'd by new powers I just met. Current game I'm 23 turns into popping the ability, met a power 7 turns ago and just had them DoW me. I get leery of posting bug reports in the main forum,

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Ok, fair enough. I still have a feeling its something that may rear it's ugly head in the future as I was able to reproduce it with my own design relatively easily, but I can live with it anyhow. Now onto 1.41 observations after quite a few soaks. The AI even on godlike / incredible is very slow to colonize again. This was almost completely fixed in your last two 1.3xx versions with the AI expanding even in the late game (which was awesome). But Im seeing quite a fe

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I was unable to continue my game as the ship (even though I could build it and it looked fine) kept crashing the game when I got into a battle. So here's what I did. Deleted IAB Mod Upgraded to 1.4 and then 1.41 in main game Verified integrity of files Launch game / unlock command / go to ship model in question. Load it up with everything I could get on there, mostly defenses. - Ship is fine Reinstalled I

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Hey Naselus, sorry have not tried your 1.4xx version, still having an absolute blast with your last 1.3xx version. I ran into something that might be mod related, I'm not sure. Here is a thread I made: https://forums.galciv3.com/473068/page/1/ It's to do with Huge hulled ships. The more I experiment the more I'm wondering if there is a set amount of parts (components &

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I'm wondering if anyone else has come across this. I've had it happen with 3 different ships downloaded from steam workshop (all of them Huge). These ships were created by 3 separate users, Omnibus, Astus and one other designer, so I don't think its related to a specific designer. 1 of the ships used grouped parts, the other 2 (including this one) did not - so I don't think its that. Only thing in common is that all the ships its happened with have been 'Huge'. <p

0 Replies 11,123 Views

I think I figured it out. First thing to recognize is that the visual representation of where the ships are can have little bearing on on where your ships really are. I gather this by watching what individual ships are targeting, and often even though appearing to be close they can register as 'out of range'. Those interludes of 30-60 seconds where no one is firing even though looking like they are right beside one another, they are simply out of range. Its annoying to look at, for su

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Hi JustShrug, Are you playing on the bigger map sizes? A similar issue was recently reported here : https://forums.galciv3.com/472637/page/1/#3598857 I did some digging and noted that people had reported this issue frequently on all map sizes several patches ago, but it was reported fixed, but I'm wondering if it was fixed on bigger maps. I still have this issue frequently, clean

5 Replies 4,463 Views

Yea, as soon as I heard 1.4 was coming out I put steam into offline mode. Had/Have a good game going, and wanted to wait and see how 1.4 evolves before getting into it just yet.

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Is anyone else getting nonsensical combat? I notice this getting worse over time, and I think it *may* have been tweaked itself a bit when some of the ship roles where changed. I *USED* to always get an issue where, for instance, I had a starbase and some defending ships in orbit vs an attacker. The defenders would start waaaay out in front, and lose their portion of the battle - then 30 seconds to 1 minute later the attackers would finally close into attacking range of

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Hey Gauntlet, thanks so much for this. So - the million dollar question... If I want to use a steam workshop race, how would this guide change (coupled with steam workshop ships). I can (in game) copy and resave the downloaded faction and change the ship style etc, but how would the steps you outlined change? Would I have to play the race first and use the Krynn/Iconian/Terran etc ship style to make it work? Of course it would be impossible to know what the custom ships

16 Replies 30,120 Views

Just built a command ship for my fleets that featured a missile disruptor (device that adds Point Defense to the entire fleet). Was shocked to see it added only between 3-4 PD on my ships. I doubt its % based, as my ships had a base PD of 259 EACH and it went to 263 (it varied between 3-4 depending on the ship). Given a mass of 13.5 it seemed like dead space on my ship for what it did. Haven't tried any of the other fleet buff modules in a while, so I'm not sure if their relative bala

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Making the tile bonuses bigger I think would give planets more character. I occasionally do build around them if it suits me, but right now the % increases are really small. on another matter, what does this mean? * Added 1 value to all hulls. -? I'm glad you changed fighters (again). I just ran into an enemy force that I outeched and thought would handle easily. They had missle fighters on carriers as well as a bunch of other ships. T

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Hello All, I downloaded a ship from the steam workshop (one by ombibus) and it's amazing. One problem is its set to rotate slowly in the viewer. I can pause the rotation by going into the animation subsection and hitting the pause icon, but as soon as I place a ship part the thing just starts moving again (the hard points stay in the same place despite the animation, making a god awful mess). Is there a way to stop the rotation for good? Unsel

0 Replies 11,450 Views

I can confirm the AI's are now researching terraforming techs, and may even be applying them. I'll keep my eye on them to see. They are 100% using the first level of the tech, and many planets I've looked at have no slots available, although many still do. Hard to say for sure, but will report back. *edit* just confirmed an AI with terraforming tech (level 3) saw instances on 2 planets with the AI performing it. its not consistent tho. NOt sure if it can be

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[quote who="naselus" reply="579" id="3597719"] Not until the AI knows how to use it properly, no. I'd prefer to see 'full' end-game planets... but ultimately, it's too exploitable unless the AI does it too. [/quote] Just running a few soaks with your latest 1.35 version (I was on 1.34 prior) and the AI is terraforming the first upgrade without problem. I'd only occasionally see that before. I'll try to keep my eyes peeled to see w

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[quote who="naselus" reply="576" id="3597562"] Quoting Syntax_VI, reply 575 Terraforming in general may be too much *if* the AI utilizes it. In some of my older games I'd terraform to the max and my planets were often in the class 40-50 range. On an insane map, and assuming everyone does it, thats going to be a LOT of

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fair enough :) I'm mostly just killing time and waiting for your 1.41 update to come in, no point in starting a 1.3xx game due to all the aforementioned changes, and my current game has run its course some time ago... Don't suppose you could release your version for the opt in? So many big changes and am anxious to try them out.

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Hey Naselus, I hope you are not getting sick of me clogging up your thread ^.^ Just had a few random thoughts/concerns as 1.4 is approaching, and all the work you've done + the latest tweaks are going to have considerable impact on the game - very exciting. Terraforming in general may be too much *if* the AI utilizes it. In some of my older games I'd terraform to the max and my planets were often in the class 40-50 range. On an insane map,

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Hows that for an interstellar parking lot? I count at least 6 other races within that section of my borders. None of them are at war with me, or with the others shown in this pic, however most of them are at war with someone else and usually far away from that location. I'm Red by the way. Oddly enough, Light Purple, who has the MOST ships in that area, is actually the least interested party, its space is by far the furthest away from that location :D Its a bit conf

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