As I've just found out recently, don't remove the IsNonDestructible=True lines from the Colony Capital and Civ Capital improvements else you'll end up with civs destroying there own capitals and have 0 food and moral and a bunch of colonies the same way.
Jon_Archer
That's exactly what I was doing right now. Setting the default mod population. It's odd that it seems the bug only affects the Yor as far as I tested so far. So the GalCiv3GlobalDefs.xml is the only place we can partially fix that? Nothing specific to the Yor I can see. Please Devs fix this. It's a major issue with the Yor's ability to colonize as they end up losing tons of planets while having an empty colonizer at each one trying to coloni
I went a different way since the AI's kept destroying there capitals if I took off the 'IsIndestructible' = True line. Sometimes they were even destroying there main capital. I kept the capital's as they are so they can't be moved but changed the SpaceElevator and YorResourceExtractor to match alot of what the colony capital has and removed some things from colony capital. Now the AI will build those 2 usually within the first couple buildings and usually they in a m
I've been testing out some mod changes so been using FOW cheat and noticed something really odd about Yor. The first couple colonies he took fine but then all the rest he's sending a colony ship but then stops it right next to the planet and keeps it there till some other race comes along and colonizes planet. Then moves it to another planet and does the same thing! He has like 10 colonizer's out parked in front of good planets doing nothing until it gets taken then
So I wanted the colony capital's to be able to be relocated and made them destructible and removed the ' True'. I ran into a couple issues. One can be built on the homeworld now which I don't mind and for some reason when I took over a colony from an enemy it was lacking a colony capital and had 0 population :( (I guess the AI must of destroyed it for some odd reason? it's the only one I've seen that happen to so far.) <p
I have an older machine and for some reason as soon as the lines start up my fps drops to 22 around the planets and resources where my FPS was 60+ at the start of game. Anyone know where these files are located and someway to maybe lessen there performance hit / texture or change them to be very minimal lines. I don't know if it would make a difference but I'd like to try to do something with them. Edit: Well maybe they don't affect much. Seems maybe
I'm playing as Terrans with Diplomacy boost and constantly get trades that are supposed to be 'fair'. They offering me like 1 tech that takes 4 turns to complete and want 5 techs (a couple are alot better techs) + 2 different resources + 5 each. I've even been researching more and more diplomacy and it's not getting any better. Even the races that like me want all that. The first trades at beginning of game were sorta decent. Playing with 13 civs and get like 1
Thanks for reply. I'll check it out. Pretty easy to mod in. I just gave an eleriumincome stat to civilization capital.
I wanted to set Nebula's to None to improve FPS a bit on my older computer but since Elerium is a nebula resource I guess it's not possible to disable them and still have all the resources needed in game? Nebula's cause some bad FPS randomly for my game. Sometimes shooting down to 5 to 10 fps if I'm zoomed in about midway and stays that way till I restart game. Is there anyway I can mod elerium to spawn using a different setting like suns, blackholes or even astero
I don't get it. I finally decided to come back to Gal Civ 3 for Crusades cause it was suppose to be so much better than when Gal Civ 3 was first released and I can't make it past first turn without realizing it's still 'broken / bugged' with the way shipyards work! Why when I click 'Do not notify when Queue is empty' are the military shields still wasted going to an empty shipyard instead of being used as Social? Makes no sense to me. What civilization wo