Uhg. Small update... 1) Hurt my hand... not too bad, but its really really annoying lol. 2) Once I finished fleshing out a ton of citizen portraits... I realized I probably should flesh out citizen names... so now I'm working on at least a cursory pass on most races for custom names. 3) I hate these forums at the moment... how are we all not complaining about how badly organized they are now? Seriously everything is crammed under the Galactic Civ categor
Gauntlet03
I think it's partly because we have no middle ground between total war and peace... Because really these civs should be "I hate you" and willing to attack your ships when inside their territory or neutral... But respect you enough not to want total war and not attack within your territory. This of course also means influence really needs to finish becoming "borders" instead of the somewhat odd place it holds now. I thi
Couldn't explain something like that... are you using other mods? Also what version of GC3 Crusade? I believe the planet amounts are dictated in MapSetupDefs.xml and such files... which GRM does not affect/edit.
Hey there guys! Just an update... Life got in the way... had to work hard on home improvement, so I suspect I won't release on March 1st promptly... Still have a lot of Mercenary revamping to do, but I'm happy with how its going thus far. Since it doesn't take much focus, I'm continuing to make more races (with no shipsets of their own for now)... but also add more portraits/new race pictures. Furthermore... tonight I spent 2-3 hours adding citizen portraits... I reali
Thank you for letting me know! I found and have corrected the problem... I'm releasing in a week hopefully, so for the moment, I don't think I'll release a patch? I will if people want. The fix is pretty easy... Go to the mod folder for GRM-ANM, then open the Game folder. Open 1-GRM ShipDefs.xml Scroll down and find the entry called "GRM_VerygarBalancedDestroyer" There is a typo in the name and the ship file refere
SOme point after 2.5 the Devs increased the maximum amount of Credits you can have to avoid a couple of bugs... so the GRM files have that update built in, and 2.5 doesn't like it I guess... Shouldn't have much effect on your game in any sane/reasonable way. Makes sense now why you are at 2.5... Thanks!
I think you would need to start a new game. Also I'm pretty sure Fighters do die and take 2-5 turns to be replenished... but it is difficult to confirm. Fighters should be a weapon system and really not a unit, they can then get a percent weapon and defense bonus as you progress in techs. Point Defense should actually act as a weapon against them (whilst your main weapons target enemy ships perhaps) and other defenses just defend against their weapons etc. etc.... I digress...
I extremely recommend you get another 8 gigs of DDR2 ram. Regardless of the Mod most map sizes need more than that according to the latest Stardock Posts. And yes... the latest GRM requires GC 2.8 Out of curiosity... why are you on 2.5?
Couldn't you fix this by changing the Assault fighter blueprint and removing any defenses? It would be all weaponry and this assault class or such?
Well they should change it back... lol
By increasing the Mercenary Tiers into 10 Categories I'm better able to balance what Mercs are available and how they are organized in the Menu. This will also allow me to change the requirements... for example, I could probably make some categories dependent on a Race Trait or such. T1 Surveyors T1 Civilians T1 Armed T2 Surveyors T2 Civilians T2 Armed T3 Surveyors T3 Civilia
Did something change in the categories of these forums? Because like... now I only have Galciv 3... and no separate section for AShes of the Singularity or the like... and yet there is a subcategory called Everything Else. Before I could click on the Galciv3 header and see recent posts, but only for GCs various subtrheads... now its everything.
Merc Constructors... oh boy... the bonus modules don't seem to work... so instead, several constructors now produce multiple starbases at 0 admin cost. Ditto for Colonizers... no Admin cost.
Still working on the Mercs... but in the meantime I'm also doing some additional graphic work... meaning more race portraits and citizens... in the process, I'm upgrading some of the GRM Minor Races to major factions... and giving them a full spread of recolored citizen portraits and such. The Orlok: Genetically engineered/former slaves to the Aquilarans (will use Aquilaran ships) The Barrodga: Doomed planet, need a new home (this race will start with no homeworld) and are gen
Can we change all roles to act the exact same? Or better... Just have Capital and Support?
Changes to expect to the Mercs in the next GRM release... New "Hired Help" Mercs who are simple, have duplicates, and are basic ships. More Named Mercs Removing Mercs that are really non-nonsensical in today's game. More interesting/new abilities for Mercs More T2 and T3 Survey Ships. Possible Removal of Resource Costs... Possible implementation of SPECIAL resource Costs... we will see... Universal Color Scheme for all
I've had no no problems with them... I find them super useful to have... They create Meatshields for my glass cannons. So to speak.
Oh shit. Lol . That's a preview of stuff to come.... So yeah I invented a 4th tier for cheap and ordinary mercs. If you need a standard colony ship or such in a hurry... Hire a refugee ship...
Oh shit. Lol . That's a preview of stuff to come.... So yeah I invented a 4th tier for cheap and ordinary mercs. If you need a standard colony ship or such in a hurry... Hire a refugee ship...
Sounds like you may have mixed files of two different versions. Did you uninstall GRM-M before updating? Its also possible you have a copy or version in the non-crusade mods folder for plain GC3
No snark taken! I appreciate it! Thanks for the answers guys
Are b they using the same model and portrait? I can think of two explanations. 1) two installations of GRM M or some such. 2) you are missing a file in GRM-M that disabled the games original mercs.
I agree... I could see it impacting morale
Hey there! Thanks for the comments/feedback etc. I don't believe the mod would necessarily be responsible. I don't have that nice a PC and I can run similar settings without too much issue. I actually just uploaded a replacement for the Anomaly Mod... REMOVE the GRM-ANM folder from your mods and then add this in its stead. https://www.nexusmods.com/galacticcivilizations3/mods/18?tab=file
Yes but the current system is hampering the AI. Again abstracting (most) of the farming involved... Truly simplifies the issue of AI which now just needs to think about placing City hugs and grabbing farm techs so it can build bigger or better cities. Notably, to support "tall" empire building, those farm techs could unlock bigger bonuses to existing cities as well... Possibly through upgrades . If so empire have expanded or knows it's smaller in terms of