Well if they are custom anomalies they might be under a different category than the normal ship-graveyards... I suspect the AI identifies that category and avoids them... auto-survey commanded survey ships also avoid them.
Gauntlet03
Ah. I know why. I was supposed to delete that file entirely. Working on a new replacement for it at the moment, but wanted to release before it was done lol. Expect new flavor text files for Terrans, Tothk, and Fulgar at least. Pay attention to the Zrentak or Ukaros... they have new files that are about as complete as possible.
1) No the AI never goes for defended anomalies. Including the Precursor anomalies. 2) What merc? If you can be specific I can look at it to see if it is working as intended or not.
Another month and another update! Version R-1.1 is released. Gauntlet's Race Mod at Galactic Civilizations III Nexus - Mods and community &
Why would Nexus/Vortex bother? GC mods number incredibly few and most are not updated for Retribution. Unfortunately the modding fruit died on the vine so-to-speak a long, long, time ago. If SD would like to reinvigorate the modding community, they'll need to pick up the baton and get it rolling in my opinion.
What exactly?
Boy. I need to learn how to access/read things like the pre-req table lol. Thanks a bunch, I had gone through this with Cari-elf and wasn't able to get it going. This makes my day!
For the UI... I could manually insert the base value of any given research... into the description... but that wouldn't be that useful and would require modding the default Tech file... decreasing compatibility. So that won't be happening in GRM sadly.
Could you clarify? Do you mean you want the research points costs of the techs added to the various descriptions?
To quote Frogboy in another thread: "If someone wants to start up a thread with say 5 *simple* things we could do to make mods more robust and tradeable, please do so and I can ask Cari, our lead developer, to see how doable they are." As (most likely) the longest running/surviving mod/modder, I feel a certain mantle of responsibility to try to answer this question. The challenge though, is knowing what is or is not simple... I'll do my best.
What version and DLC are you using?
In a sense we all do lol? Sorry, the way you phrased it... gave me the impression of "a bug" that can be fixed.
[quote who="lyssailcor" reply="6" id="3744141"] I don't know whether that is now a post in favor or against the Retribution changes [e digicons];)[/e] [/quote] It's both. Retribution was in my opinion a good balance change overall... but it's a balance correction that shouldn't have been necessary in the first place, and we are paying a high premium for it. In my opinion it definitely feels over-priced. I really don't like that this expansion came with no new
As an aside... for my own opinion, the feeling of everything being "one off", "special", or "instant" is starting to grate. Civilizations don't spawn armies out of thin air because they get a good general... certainly not modern-day civilizations. We manufacture tanks, planes, guns, etc. and that all needs planning and money to sustain. No amount of "commanding" doubles the maximum movement of a space ship. Empire's are not stopped from Declaring War because of some ideology m
To a certain extent the negativity is predictable. People do not generally like change... especially change that can be perceived as "subtracting" rather than additive. Retribution mostly "adds" by first subtracting. In order to "add" cargo ships that would make sense and be useful and further justify HyperGates as a early-game tech/etc. they needed to "Subtract" production. They chose to do so by subtracting the population growth that created that production. Many buildings a
Working on industrialists now... SB Mining Module that reduces mining, penalizes morale and influence of planets, but increases all construction for those planets SB Mining Module that doubles mining rate, but penalizes planetary morale and influence. SB Econ Module that increases shipyard construction. Ship component that costs an admin but increases social construction of colony it orbits. Alternative to Cargo Ships. -More to come.
I am not a Good Dalek, Youu, are a Good Dalek. Too bad I kinda hate and love that episode.
What's that? Military Starbases that might be worth it? X3 Sensor Power module X2 Area of Effect module +25% Resistance to Colonies, +5 Influence Per Turn, Cost 1 Admin, Rewards a Commander! Module! +25% Friendly Movement, -25% Enemy Movement Module! Mwahahaha
Was the custom civ from when you used to play? Or a brand new custom civ? Are you on version 3.5? 3.5 had some troubles with this sort of thing. You will want to be on 3.6. Also "enable mods" might help if you have not enabled mods already.
Simple. Conquer either of the connected planets. Destroy the planet if you'd like to ensure it never trades again.
[quote who="ScrivenerOfLight" reply="13" id="3743790"] Quoting Gauntlet03, reply 9 Personally id rather my planets just be finished. Planets without projects simply should be by happier. They're done. Lol I'm mostly joking... Mostly. So a morale project set to repeat? [/q
Alrighty. Done with Isolationists. They get some hardcore bonuses to homeworlds and -80% to all other worlds to most stats. They also get ship components for orbital labs, research, and mining. They also get a one of a kind +1000% sensor range to homeworld ship component. That with the crazy terraform techs I think makes it feasible to play a one-world empire. I'll probably add a lot more to these later, but for now I think its enough to feel really special. I should note that
Also no worries. Whilst a random duration bonus (or set) may not be doable through an ability, I did finally get abilities that only affect your homeworld to work, and that's a pretty good alternative for my ends. Thanks for looking into Horemvore!
It does not. Numerous functions use it to ensure a set duration instead of random.
So you'd rather we just remove all "Aid" projects?