lyssailcor

lyssailcor

Joined Member # 926429
83 Posts 704 Replies 966 Reputation

I know about the bonuses but I have the impression that the tech advance is bigger than before 1.9 ... I normally play with anomalies on uncommon so there are not so many to exploit. Apart from that I follow the usual tactics (switching to expensive techs just before exploring a Capsule or Artifact). Only the techwise planet specialization I do neglect a bit most of the time ;)

6 Replies 13,801 Views

In PlanetaryProjectDefs.xml per project there are line like that: 10 1 What does that mean exactly? I would suspect that means that principally one gets the bonus defined in the project for every 10 manufacturing points, but since BonusMax = 1 every manufacturing point over 10 doesn't have an effect. That seems to be what I observed

3 Replies 5,759 Views

[quote who="CrankyMoe" reply="29" id="3663712"] ... One thing I wish is that when an AI comes up with a trade offer or request that I get a chance to review my state of affairs before having to commit to a decision. ... I can't keep the whole tech tree in my head, so it's often hard to know if a proposed tech trade will be good for me. ... [/quote] Referring to tech trading: especially for specializations I have a problem that most of the time I don&#39

93 Replies 594,493 Views

When I edit MapSetupDefs.xml I can raise nebula frequency by doing something like this (e. g. for abundant): 1.0 (bigger values seem to have no effect). I then get a map with a lot of very small nebula, but I'd rather like a map with fewer, but bigger nebulae. Is that somehow possible? This question was posed 1,5 years backs already (see https://forums.galciv3.com/465754 ), but there was no

1 Replies 17,690 Views

Looking forward to administrators and endgame changes :) But: Currently when not at war we can do nothing but build ships and constructors at our shipyards (and that's very tedious ...). Since building lots and lots of war ships eventually has to stop because of maintenance costs we *must* build constructors to enhance existing and build new starbases. So when that is not possible anymore, what can we do instead (since we cannot just let our shipyards unoccupied; perhaps that has

93 Replies 594,493 Views

Ah, I see, thanks a lot :) Edit: hm, when I modify a DLC xml, how do I incorporate that in my own mod? Does it suffice to copy the modified file to the \Game directory?

4 Replies 5,715 Views

Does anybody know where "PrecursorAnomalyDrone" is defined? I find it only in EncounterDefs.xml. For pirate encounters on anomalies there is also used "PirateAttacker", but other than "PrecursorAnomalyDrone" I can find "PirateAttacker" in ShipDefs.xml. What I try to achieve is bring more variety to those encounters, but for that I have to understand the mechanics ...

4 Replies 5,715 Views

[quote who="Horemvore" reply="6" id="3662896"] AI will not or can not create fleets of more than One transport, they also can not or will not use the population slider for transports or colony ships. The value for this(its one value for all so changing it effects colony ships too, which can nerf the AI Planets early on) is located in GC3GlobalDefs.xml. These 2 things in themselves nerf the AI so badly when it comes to Invasions. TBH it has shocked me this has

10 Replies 16,267 Views

[quote who="pendrokar" reply="7" id="3662913"] Yeah, I've felt that it is too easy to invade too. I was too late to spot an invasion fleet so I quickly Increased the resistance and planetary defense of my planet. But even with 8 billion population, 75% of which were willing to fight(Resistance%) and some 15% in planetary defence it was not enough to stop 2.5 in Conventional Warfare, who didn't even have high Soldiering. [/quote] That's exactly what my mod remedie

10 Replies 16,267 Views

It would be nice to have a tooltip on the planet name(s) under "in area of effect" with the planetary specs in the starbase upgrade screen so that in case of economic starbases you can see what modules are worth building. The tooltip could be the same as in the shipyard management screen when you hover the mouse over the primary sponsor planet name.

0 Replies 3,920 Views

Hm, in AIStarbaseGovernorDefs.xml I see only what modules the AI governors will put on their starbases (no mixed starbases as it seems, and no influence as zuPloed mentioned), but not the layout of AI starbases ...

3 Replies 4,525 Views

[quote who="mortili" reply="4" id="3662838"] Quoting lyssailcor, reply 3 One thing to note that I experienced while testing: I never saw an AI fleet with another payload than 2.5 pop. With my little mod that is usually not enough with conventional warfare. Although I see the AI try to invade several times in short interval

10 Replies 16,267 Views

One thing to note that I experienced while testing: I never saw an AI fleet with another payload than 2.5 pop. With my little mod that is usually not enough with conventional warfare. Although I see the AI try to invade several times in short intervals, they don't seem to be able to create fleets with more soldiers. If that is really the case then the AI is at a clear disadvantage with my mod.

10 Replies 16,267 Views

[quote who="Frogboy" reply="1" id="3662832"] This is super cool. I"ll try it out. [/quote] You are very welcome :) I'm open for feedback.

10 Replies 16,267 Views

Hi everybody, since I (and a lot of others) am very unhappy with the current invasion mechanics I used my christmas vacation to play around a bit with InvasionStyleDefs.xml and fiddled with the numbers so that invasion is not so easy anymore (tested with conventional and information warfare; but the rest should go in the same direction). I don't want to bother with creating an account on Nexus or something like that, so here is just the changed content of said file for eve

10 Replies 16,267 Views