I see, that is quite unfortunate. Thanks for the info, and have a happy holiday season :).
ThorHammerz
Good day, Does anyone know which fields / files to modify, with the aim of adjusting the spawn rate / distribution of artifacts (the ones from retribution)? E.g. "double the number of artifacts that spawn space monsters, never spawn artifacts that increases approval". I can't seem to find anything related in MapSetupDefs.xml, GalCiv3MapDefs.xml, GalCiv3GlobalDefs.xml, ArtifactPowerDefs.xml, or ArtifactImprovementDefs.xml... am I overlooking something?
Are you using any mods?
If you're modifying any of the game files (AbilityDefs.xml, GalCiv3GlobalDefs.xml, etc), you will more than likely want to do a quick diff (Notepad++ has the compare plugin, which is free and is fairly easy to use) on the files (modded vs. the crusade version).
[quote who="Seafireliv" reply="1" id="3681067"] Well all Civ games don`t have anything like the customisability of GalCiv 3. [/quote] I beg to differ. In Civ4 & Civ5 modders have the option to modify not just the XML/SQL ( SQL is Civ5 only; I personally prefer SQL over XML a lot more, much cleaner and allows multiple mods to modify the same variables without having to replace the entire file every time ) database entries of
When decommissioning a Starbase, the administrator point invested into it is not refunded. If this is intended, a warning in the "Are you sure you wish to decommission this Starbase?" message-box would be great, along with a notation in the "Administration Capacity" tooltip that goes "dead/retired administrators" or similar (currently lumped with the administrators of the starbases-still-alive).
[quote who="tetleytea" reply="20" id="3683981"] If I was using Rogers, you would not be getting this reply. [/quote] What's a Rogers? Google is translating that as "a miscellaneous object, approximately a few grams in weight and a few centimetres in diamater, originating from a donkey's orifice". [spoiler]My home has Rogers for broadband internet... gotta love the telecom monopoly [e digicons]-_-[/e] .[/spoiler]
- Add food production as a column within the Govern -> Colonies table. - Add a keyboard shortcut for "Build Mining Base" while an asteroid field is selected. Currently, the user needs to move their mouse across the screen several times over when developing an asteroid belt for a single system (which can get very tiring when a large monitor is used...) - When perusing the "Govern Planet" sub-dialog (the one where you choose whether to set a research/wealth/production governo
Hello all, Are there any mods that (or rather, is it possible to) add new ship hull classes (e.g. on top of the current tiny/small/med/large/huge, a colossal class with 2000 HP, for instance)?
Those lines of data may be found in GalCiv3GlobalDefs.xml (some mods have a modified version of this file, such as the AI tweaks mod, for example). Apart from the file being modded, that is very strange & crazy behaviour [e digicons];P[/e]
Might be a bug then? Are you sure those aren't colonization events ;P? Gal Events should only be occuring: [code] 40 120 20 60 10 <AbundantEve
@zuPloed: Thanks for pointing that out. I'm also unsure if there's any sort of tech diffusion (e.g. a tech gets cheaper as more civilizations unlock it) mechanic present in GC3.
[quote who="MyViewsAndMuse" reply="4" id="3646923"] interesting, does the game tell you the number of research points a given tech uses? Also, is the +250 research points indicated anywhere in the UI? thanks [/quote] I'm not sure the +250 research points is even displayed in-game. As Larsenex has noted, this appears to modified based possibly on whether you have research tile resources or rese
[quote who="Mystikmind" reply="7" id="3646898"] Not really pure speculation, because you cannot hide from statistics. A normal person can perceive statistical patterns, but that perception 'can' be speculation. However, you could easily track what it is doing and write it down and study it mathematically, and i am certain that would
[code] IntuitiveAbility IntuitiveAbility_Name IntuitiveAbility_ShortName IntuitiveAbility_Desc 1 OnStartTurn 1 <Scop
[quote who="Mystikmind" reply="2" id="3646755"] Quoting ThorHammerz, reply 1 Welcome to the world of RNG... where the derivative results/categorization of random numbers aren't going to always appear "random". Did you mean "aren't going to always appear random" or "ar
Welcome to the world of RNG... where the derivative results/categorization of random numbers aren't going to always appear "random".
Is it +5%? If so, then you will not notice any bonuses for ships possessing a base (e.g. before applying % modifiers) missile weapon value of
Helios Ore and Prometheus Stone are the 2 resources with military adjacency bonuses that I always hate to destroy (but end up doing anyways) for more space/room.
Edit: Nevermind!
What determines when a planet will flip? Is there an influence threshold one must reach? Are colonial approval ratings or military presence (or the lack thereof) factored in? (Note: this topic is not about the benevolent ideological trait "Enticing", which instigates a 1-time auto-flip of planets/starbases in your zone of influence.)