lyssailcor

lyssailcor

Joined Member # 926429
83 Posts 704 Replies 966 Reputation

I don't understand why some people are always so negative. Pop growth can be mitigated by researching certains techs, and money is no issue if you play the game in the right way (e. g. adjusting tax level, building special wealtch buildings in a cluster on the homeworld, training citizens as entrepreneurs and assigng them to the home world or other high income worlds, researching tourism quickly, sending ships on Treasure Hunts, using your trade routes as fast as possible). If pop gro

9 Replies 31,537 Views

I tried to create a durational project that uses the new artifact mechanism that grants production to a shipyard to convert social to military production, but to no avail. That's what I did (values just to test the concept): AidMilitary Aid Military Fuel our shipyard with social produc

0 Replies 5,859 Views

Hm, I see the code in CommandComponentDefs.xml where the Commander is simply defined as ship module that increases hitpoints when the ship is leveling up. In the game I see the level of my command ships, but when I click on "Promote" the Commander is shown with level 1 and no additional stats (except "Commanding") in the promotion screen. That's a bit disappointing, I would have expected the commander to increase the other stats (movement bonus, logistics bonus) with increasing level.

3 Replies 17,180 Views

[quote who="Horemvore" reply="1" id="3743913"] They level up. The code is in CommandComponentDefs.xml in the EXP2_Crusade\Game folder. Its based on Kills/Anomaly exploration. The only 2 ways ships level up. [/quote] Ok, I have to check that. I wrote above post when I noticed the Commander of one of my oldest fleet having still level 1.

3 Replies 17,180 Views

I have a question about Commanders: atm the game can level up citizens only when they are assigned to a planet. But Commanders never are! So there should be a correspondig game mechanic that levels up Commanders that are assigned to a fleet (either based on time or based on battles). Or is there something that I'm not aware of?

3 Replies 17,180 Views

In my current game the Nanite Transmitter artifact always creates an Overlord ship with 2/2/2 beam/missile/kinetic attack, no matter how far I researched weapon technology. Shouldn't the blueprint always use the current tech?

0 Replies 15,130 Views

[quote who="Croc411" reply="4" id="3743854"] I'm pretty sure they made an intentional design decision to limit the Aid x projects to 25 for 75 social prod, in order to not unbalance the game. My homeworld ends up with more than 1k social production most of the time, imagine if I could turn that fully into research points! There are some citizen projects which are repeatable (if you can get the resources) and very expensive: - Train Citizen (prereq: Star Federation t

8 Replies 29,662 Views

Link to save: https://www.dropbox.com/s/ngcj2uwfjt60g7g/RSB-42.GC3Crusade?dl=0 Edit: planet name is Straim V, was originally conquered by me, I didn't think of looking at the stored goods right then.

8 Replies 29,662 Views

[quote who="Horemvore" reply="3" id="3743828"] I reinstalled GC3 to test this. No matter what I try, having :- 3 3 In the code will cause it to fail. Seems to me this part of the code is linked to PreformAction only. Sad. [/quote] Or RandomDurationMax must be greater than RandomDurationM

6 Replies 12,721 Views

I noticed that in Retribution when a planet has high Social Construction and nothing new to build anymore the Stored Goods stack higher and higher. Is it true that still only one project per turn can be finished? Because it seems so. In my current game (pre-3.6 but with opt-in) I can on some planets only build Aid Economy and Station Garrison that cost 75 resp. 50 construction points. But Social Construction on that planet is 136 atm, so every turn the Stored Goods increase by the dif

8 Replies 29,662 Views

I noticed that sometimes a ship will travel like one space besides a hyper lane and not use it until I move it manually directy on top of the line. But normally the hyper lanes work. Only the indication of moves needed to reach a destination is not correct (those tiny numbers in the shown path from start to destination of a ship). They are still counted like there is no hyperlane, but when you watch a ship move on a standard line (+100% speed) it travels two sections of the path.

9 Replies 27,350 Views

For nebulas you would need also NebulaDefs.xml and TileAreaDefs.xml. I tried myself to create more/bigger nebulas, but especially the latter doesn't work very well. TileAreaDefs.xml determines the nebula size and shape, but if you tamper too much with that file the game crashes.

2 Replies 7,278 Views

Another option (choice) could be to make improvements exponentially powerful. Example (simplified, not useing the actual mechanics in the game): basic factory -> 1 production advanced factory (can only be built on top of a basic factory) -> 2 production superior factory (can only be built on top of an advanced factory) -> 4 production mega factory (can only be built on top of a superior factory) -> 8 production So a developed planet

91 Replies 484,756 Views

I think I proposed that years ago, but do it again now in the light of above discussion: Why is population (of biological races) growth a fixed value and not a function of current population and housing (cities) like in MoO2? Few people can produce few offspring so population growth is very slow right after colonization because of the low starting population. Growth increases until about half of the existing space is filled and then begins to decrease because of people having difficul

91 Replies 484,756 Views

Can it be that colony and starbase maintenance costs were significantly increased? A little insight in the workings of artifacts here, but not more yet ;) Can artifacts like arnor embers be applied to a fleet anytime with zero delay, e. g. right before a fight? What means "one charge", is that for one fight only, even it would be against a tiny scout?

3 Replies 59,777 Views

[quote who="Frogboy" reply="23" id="3739565"]3. A hypergate can link to one other hypergate but that hypergate can have many links into it[/quote] Ok, so a hypergate can be the origin of only one lane but the destination of many if I understand that correctly?

91 Replies 484,756 Views

Sounds good so far. Will probably bring me back to play GC3 ;) Some questions that come to my mind: 1. Will modders be able to influence the map generator more than it's possible at present? 2. Do hyperlanes affect the range of ships? That is, when two endpoints of a hyperlane lead across territory not in range of a certain ship, will that ship still be able to travel the whole lane? 3. Can one hyper gate be linked to only one other, or to more than one? <

91 Replies 484,756 Views

[quote who="Publius of NV" reply="42" id="3718747"] Quoting Infarktbear, reply 40 But i never have seen any SHIP GRAVEYARDS Did someone else ? Quoting Horemvore, reply 41 </di

53 Replies 297,587 Views

[quote who="Publius of NV" reply="37" id="3718664"] Quoting lyssailcor, reply 36 I didn't see a wormhole in a long time now ... ? I've seen several in my current 3.04 opt-in game. [/quote] My current game is still 3.03, perhaps I have to start a new one for wormholes to appear aga

53 Replies 297,587 Views

[quote who="Nilfiry" reply="6" id="3717553"] I miss the days when projects lasted an infinite number of turns and took effect immediately without the need to be "built." [/quote] That was hell (for me at least). I'm for an option, but Taslios' suggestion is also good.

25 Replies 134,672 Views