Do you have the 3.1 Opt-In Hotfix patch? Otherwise customizing race portraits won't work.
Gauntlet03
Sometimes you can destroy the building and replace it.
Alrighty... I finished a dialogue for a race... and now I'm just working on diversifying the standard dialogue (not race specific). I'm not removing/replacing the existing ones, but these are added to the pool. I noticed, that many options existed for custom greetings based on the personality types, but that there were various gaps... Opportunistic, Pragmatic Ideology, Scientific, etc. So a big part of this is to simply fill in those gaps. Here are some screens of the addition
OMG I frigging hate modifying the dialogue files... There are just so many entries for extremely short dialogue... the in-game editor only scratches a tiny portion of it. Every menu combination is it's own damn entry too. But I'm almost done converting ONE set of dialogue as fully as I seem to be able to. It is fun to see the results... even stuff like the little banter they provide as you add or subtract items in the trade menu can be tweaked. Once I have ONE di
Ohhhhh custom conversations. Sure. I've done a couple. Got a preferred race you'd like me to do?
Ooo very cool. I look forward to checking it out. And yeah, GRM has no plans to ever change the tech tree (add onto maybe, but that wouldn't create conflicts). In other news: 1 Additional Power Core Salvage Anomaly added. 1 Additional Engine Salvage Anomaly added. 3 Additional Mining Equipment Anomalies added. Ancient Drone Encounter Anomaly added. +1 Tile to every planet. Pretty damn rare anomaly. Abandoned
PS: If you see +10% research or +15% Research you are guaranteed to get more ideology points out of the weaker choice. Also some choices provide a small mixture of two or more ideologies. Where a choice truly produces NO ideology points, the choice or the event text will specifically point that out (several of the precursor equipment choices do this). Also if you do not have ALL the DLC it is possible that causes a lack of certain events or such... I'd be surprised, but its possible.<
No. Just move onto the tiles and yes you can use other civ's lanes.
Actually you gain ideology points for every colonial event. The difference is I've painstakingly REMOVED the text telling you which morality is which. I find that more immersive, because I actually need to read the choices and decide what is my ideology, or, go with what I want for a bonus and suffer the consequence of a incoherent ideological framework. You should also be getting an event for every colony... I didn't change that... might be a bug w
They totally work. Click on a tile the hyperlane intersects. You are connecting TWO gates together first right?
Were you using Horemvore's diplomacy mod... why or why not? Do you mean the AI of diplomacy or the mechanical rules?
Well, for what it is worth, my mod greatly improves the Mercs by fixing their roles, semi-standardizing their engines, defenses, and weapons (and definitely increasing them)... I need to do a new balance pass myself though, as I think they might be too powerful now with their defenses.
Finished: Arachnids (ACND) moved to Altarian base set, from Thalan. This means they appear with the other all-organic ship designs of Grell (GH). Added a Tiny Balanced design and Transport design to the Arachnids (nothing special). Grell, ACND, and Oraganic ZZZ components re-saved under a new custom part code of "ORG". Grell given a set of custom starbases... also using these for Arachnids. Working on:</stro
I get it. 1) Infinitely being able to generate tiles or attack is likely not just unbalanced, but likely to cause bugs. 2) I think you can clear/destroy the artifacts can't you?
They only recharge after they have been upgraded. I suspect the duplication in the menu is simply because they are reporting per-planet. Hovering over them gives you some information, that if combined wouldn't be parsed well. I don't disagree that they should be combined, but it seems to be intentional design. I believe the structures for artifacts provide adjacent bonuses, so that they are not useless, though, you may think they are less than ideal.
A Grell culture starbase... originally it is just one of the captured ships... then another ship... then it learns to put out advertising buoys and soon enough proper trade ships show up lol.
Carriers are basically a replacement for all other ship design in this game. Theyre very very good, and GCs design does not encourage balanced ship or fleet design. But that's not the point really... Carriers are now early game tech... But the AI can't use it because they have no designs until they get large hulls.
Yes. Or read the read-me for information on the mods and dependencies. I extremely recommend mercs, crusade, intrigue, and retribution.
Now with Retribution out and a tech tree change up, I highly recommend the blueprints for AI be updated. Specifically: 1) Medium hulled carriers. Carriers are available quite early, and while it is tempting to use Cargo hulls, it can be quite advantageous to use Medium hulls to ensure their survival in tight battles. 2) Medium hulled transports. Similar to above. Now that Transports need to survive multiple invasions and potentially multiple battles when paired with a fleet, I
New update available. I wouldn't call it crucial, but it does fix a number of bugs with the previous version... and all the stuff written above. https://www.nexusmods.com/galacticcivilizations3/mods/18?tab=files
I'm thinking of ideas for improvements/techs/etc. that would potentially allow a player to play "tall" on a fairly large map. Not saying any of it would really be optimal, but it might be interesting. These ideas should try to be "moddable". For example, I just successfully tested an improvement that costs 1 admin and increased planet class by 3. So it is better than a normal terraforming tile... it could be a great improvement in and of itself... but it is limiting the
Just a note of upcoming changes/fixes 1) More hypergate models, fixed "blank gates" with lesser shipsets. 2) Fixed missing Dalek ships. 3) Fixed ideology ability preventing Culture Flipping that wasn't working. 4) Balance pass on precursor weapon bonuses... changed from fleet wide % bonuses to flat. We'll see how that works. 5) Fixed some typos. 6) Toned down Hiver's free population bonus from +50% to +25%. 7) Fixed "Start
Go to the ship designer, choose a cargo hull, go to the design category where you find constructor modules... add a hypergate component. Build the ship, select it, move it to a desired location and select build hypergate. Repeat, and you will be prompted to connect them. You need a certain technology, it's a pretty early available orange technology ... or just use the console command "fastunlock" to give yourself all technologies and then test it out.</p
I can say this... it is intentional. And, how many turns does it take to replace 250 credits (or more if you buy it later on) from that bonus? At the time of making during mercenaries, I think I wanted the ship to pay off that debt in at most 20 turns and this is what I came up with. All the Mercs need a balance pass actually... their defenses are too strong now I suspect... they were balanced around a different version of the game where 8 defense (for example) wasn't that big a deal.