Maybe I'm missing something, but in 1.2 I could simply construct new citizens ad nauseam . My home planet had 650 citizens at some point, as my morale would allow for it. I didn't transport them there, I just built them. Never noticed population going down, perhaps it did. My cap was 150 or something. Does 1.3 at least stop you from building past the cap?
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Hmm, just saw your notes for 1.24 (skipped that install previously) that you doubled starbase range. For military upgrades this could be good, but the range seems massive in regards to mining and planet coverage. I'm not sure if you can decouple the two ? Still not sure what is going on with the Colonizer and Prolific abilities, or the 1000 credit start, any changes made to these with the mod?
Launched a game with a faction from the steam work shop, picked colonizer and prolific as my starting traits. Got no free building, nor did I get the population boost from my colony (loaded 3 on the transport, colony started with 3). Anyone else notice this? No CTD on map creation here, and Ive generated pretty close to 20 insane maps (spiral, loose and tight). Another bug (I think?) is starbases seem to have 10 hex range on either side (20 total
Pretty sure I've read that the games file is set upon game creation, thus cannot be changed by applying a new patch to the game. I'm a newb tho, so I could be very wrong. @ naselus. Just caught your notes RE the pirates. Had decided to disable them after my last few games, I couldn't understand their purpose. If I didn't declare war on them they did nothing (AI doesn't declare on them) and if I declared war on them they are hopelessly outclassed pret
bummer. I'll poke around and see how difficult it is tonight. Thanks for the reply!
Cheers, and thanks for the updated release so soon on the heels of the update! Will start a new game tonight hopefully, though I may mess around with trying to get user created faction ships used by the AI faction. Wish it were easier. Out of curiosity, does the AI in the new version actually invade one another? In my last 500+ turn game the AI went to war with other AI's pretty regularly, but I rarely saw planets change hands. On an entirely
Hi all. I'm pretty new to the game, but had much fun with the very moddable space empires V. I was drawn in by Naeslus Insane mod, and by all the amazing ship creations I've seen in the steam workshop. However, when playing a game with AI custom factions I notice that they do not use the user created template ships. I did a search, and could only come up with this: https://forums.galciv3.com/465834/page/2/#3582672
That is encouraging! For what it's worth (i'm pretty new) I've been impressed thus far with 1.23. I played gal civ 2 for a time but gave it up because the AI was so bad. Question: If i download and install a number of faction mods including AI shipstyles, will your AI use those shipstyles when building ships? Will these type of mods interfere with your mod and designs? Sorry if the answer is obvious, as I just started playing :D
Really am enjoying this mod. Some feedback from a longish game (turn 440 now and counting) version 1.23. I was able to easily fill out all the ideology trees at this point. I'm not sure this is a good thing, but I think you addressed it in 1.24? Further, some of the ideology trees overwrite one another. For instance if you get the pragmatic tree that gives you luxury trade routes, those are overwritten by the slave trade routes in the Malevolent tree.
Damn, I wonder what it is. I'm not running any other mods other than yours. Version 1.2 of the game and your latest update files. Want me to send you a save game? Some of the colonies experiencing this problem now no longer auto upgrade while the stimulus or N/A project is in effect, others do. The main issue is that I don't get notified when the finish other projects.
Great mod, really enjoying it so far. First game I got caught with the AI refusing to go to war bug (was the previous version). Downloaded and installed your latest version and have a 300+ turn game going right now. AI is much more aggressive, and several skirmishes have broken out. AI has many fleets and fairly well built. Have encountered a bit of a bug though. My colonies seem to get stuck in the N/A projects now, ie Economic stimulus. I cant seem to cancel them. I t