You don't need to place weapons, and placing them will have no effect, good or bad. You can't dictate ai part placement. The parts won't even be attached, they'll function from the aether.
Gauntlet03
I don't disagree with the sentiments, but there is likely no perfect solution. Your best way to rationalize it is that they put people into cold-sleep containers, and these ships really are very very large, but made out of hardened butter and cheap as dirt compared to a proper military ship. It also justifies how anomalies are sometimes colony ships filled with people ready to go. It would be neat to see a 4X game one day, where basically the populations of
Totally agree. I want a more immersive conversation system (with a chance of failure) similar to something you might see in a Fallout or Skyrim game personally... but regardless, the current barter system is really easily manipulated and the whole "per turn" aspect of diplomacy factors isn't easy to see/measure as the player. Then, the buildings providing a direct bonus to ALL relationships is huge, not to mention the general bonuses/etc. Where as a more sim
Hull Size is under Orange ... Engineering techs.
Agreed. I think your earlier suggestion of making it a wonder, quite appropriate.
"NO. No stupid 'stampede the leader' mechanics; they're utterly immersion-breaking. " I can see how this would break some immersion for some races, but every race should be trying to win. Perhaps this would be a useful personality trait. Think of how the Drengin and Yor allied to take down the terrans after the dreadlords. 'Real politik' basically At any rate, Thanks
What the red smiley face next to their empire name in the power rankings isn't enough?
Sooo I think we all agree diplomacy needs work. Personally, I'm on the more radical side in that I want something very different, and as immersive as possible. I don't think diplomatic agreements should even be a "given" if offered at the right values. But putting that aside, the current diplomacy model is a standard 4X bread and butter system. The unique-ish part being that you earn diplomacy and shift opinions by a certain amount of points, sometimes per turn. I'
I think the entire system is actually my least favorite part of GC. I actually would re-do the whole combat engine from scratch. I would never have made defenses "exhaustible" for example. I would have made it so it was always a damage reduction. Shields of 10? Then every energy weapon hit subtracts 10 from damage, every-time, the spill over on each shot, takes off HP (possibly, defense can have a max damage reduction of 90%). Missiles would be short range, because at long ran
Ummm that might be a good thing to help balance small hulls which are basically useless right now. But I see your point and small hulls could be balanced in many other ways.
Why did you want to create 28? What was the project in mind? Also bear in mind, if you lower your standards for variant hulls to one hull for each hull size, that's only 6 hulls per race. But yeah... 28 is a huge number. I'ts taken me since GC3 Beta to produce about 15, and I don't want to talk about how many hours.
I've never heard of a Leg End! AM I a foot??? Shit. My wife hates feet. She regularly reminds me that cybernetics will be here soon and that there will be a "reckoning"...
Hey there! I also play on uncommon and rare... but I'll put Nebulas and such to common. Once you get to late game, there just is more than enough lol, especially if you go down the Pragmatic tree. I believe you can scrap a module... As for your thoughts/questions? Well, try it out, let me know. Here would be mine: Repair Drones, the first level doesn't require Thulium, so its awesome (5 HP per turn I believe?) Sector Defense Node,
Perhaps instead, if you could save replays of battles? That way you can still have the pride/sadness of having participated?
Great Idea!
Hey guys! A couple of updates! 1) I have released my first gameplay altering mod. Its under optional downloads of GRM. It adds some nice new toys for ships and starbases, and I tried to keep them from getting out of hand or broken. Many of them cost strategic resources. Learn more about GSM here! 2) I produced a tutorial on making custom shipsets. Its far from perfect, but it
Hey guys! As you likely know, I author Gauntlet's Race Mod, and I make sure that GRM never alters gameplay effects, its meant to be mod-neutral and a massive content provider. I dare-say, its been successful! I'll still be working on GRM (forever I suppose), but I do also have ideas for true mods, and now I am introducing... GSM, Gauntlet's Ship & Starbase Mod This mod is designed for my personal tastes, it is not a massi
Custom parts will not work properly if: 1) All parts are not connected to each other. 2) You use mirror commands. 3) A part is added to a custom part, which is connected to your entire new custom part ;)
Loaded faster than I thought! DING [video]https://youtu.be/JyuzaYS0ewY[/video] Please offer specific feedback so I can work on a better version! Pretty please :)
Alright its done. I made a video tutorial. Its uploading, which can take a hour or so. 1) I didn't make it stupid simple in the interest of getting you something NOW. 2) It assumes you use my mod as your basis. It makes everything easier, because I customized my files to make things easier. I'll add the link as soon as uploading completes.
Ah well. Yes, renaming the file extension on a file should do it. BUT Easiest thing? Copy an existing file that already has the coding you want. I recommend you dissect my mod to help you learn. For example, your going to have make a shipdef file... I did so and reorganized the listing of ships within to be more naturally flowing, as you have to do a lot of edits in that file. Was thinking of making a video tutorial on shipsets soon. I'll let
Great news chum! You don't need to place any equipment at all! The game will place the components it wants... To the aether. Basically they will be present in the ship and work, but completely invisible. It's a great feature and I wish it could work in-game. Blueprint files direct the choice of equipment notably.
I've noticed it with my custom ships when using default AI designs for GRM. BUT other people here and on Nexus have reported its a more general problem. I built a regular custom ship, gave it prototype kinetics and its been firing missile shots... So it could be a general bug, but I think it goes from "5% of the time" to "100% of the time" if you are using a custom shipset. Which saddens me :(
Well not all of these are likely up-to-date for version 1.4 but I think you should check out: Naselus' Insane Abundance Mod, which rebalances things for larger maps, and generally works on making the AI competitive. This is definitely not up to date with 1.4 at this time of posting. http://www.nexusmods.com/galacticcivilizations3/mods/13/? Grallonsph
Hey there. I don't often sit and just play the game, but for 1.4 I really wanted to sit back and enjoy seeing my custom races duke it out and dominate the galaxy. So I started a game in 1.4 opt in. Setup a game with about 16 races, on immense, and occasional stars with abundant planets of all sorts. Decided to go with Normal difficulty. WELL DONE! Its not a flashy update, but its a solid improvement of the experience. 1) The AI is definitely mu