I played the 2.8 opt-in with the old GRM-I Mod (two other minor mods and my own personal mod) and after yesterday's update my save game crashed and starting a new game crashed also. I removed all mods but my own from the mod folder, after that I could create a new game. So the probability is high that the problem was caused by something in the GRM-I. Perhaps that info helps finding the issue.
lyssailcor
I usually only promote Administrators to get more Admin points and occasionally a commander, never did promote anyone else yet since I don't like promotions where you lose your citizen. I tend to use my citizens all on my home planet and later globally since playing only ludicrous maps I have a problem with the mechanics that all citizens sent to another planet start at the home planet and must then travel to the destination world, what can take a very long time on a big map.
[quote who="Werewindlefr" reply="11" id="3702486"] That said, maybe it would be better if each weapon was treated independently? This could even open up some possibilities/varieties within a weapon category. [/quote] I agree strongly. Frogboy said at one point before the Crusade release that mechanics would be changed so that each weapon fires independently, but eventually that was not the case.
[quote who="Werewindlefr" reply="7" id="3702430"] Is this calculated per-weapon or per-ship? It seems like it would make a swarm of small attacks more powerful than a single big one (since N attacks with power 1 would reduce the appropriate defense by N...) [/quote] As far as I know it's calculated per ship, so yes, with the new system small ships gain significance.
[quote who="Rhonin_the_wizard" reply="1" id="3702302"] Most likely it has 2 construction modules, which means it can be used to make 2 starbases. [/quote] Huh, that's right. I wasn't aware that you could use your constructor more than once if it has more than one constructor module in Crusade. One never ceases to learn ... ;) Thanks.
I just discovered in my 2.8 Crusade opt-in game that my recent iteration of AI generated constructor ship uses two Administrators. That doesn't make sense since Crusade, or does it?
[quote who="JerkClock" reply="4" id="3702256"] Quoting Frogboy, reply 3 The formula to how defenses are reduced is changing. Before, if your enemy hit you with a blast of 9 it would reduce the corresponding defense by 9. Now, it would reduce it by 3. &nb
[quote who="Rhonin_the_wizard" reply="1" id="3702249"] Though as of a recent patch the game now looks in both folders so it's no longer that important in which you put your mods. [/quote] As long as there are no conflicting changes in both directories ... You have to delete that line in your modded ImprovementDefs.xml: true And you have to start a new game after modding your files.
[quote]Note that in 2.8, defenses only get reduced by the square root of the attack rather than the full attac [/quote] Now *that* is interesting, never saw that mentioned before, but I really like it. So defenses are worth it again (provided this change also applies to Crusade), in my last couple of games I tended to neglect them entirely.
If help could be contributed remotely ... ?
[quote who="Rhonin_the_wizard" reply="2" id="3702054"] Quoting lyssailcor, reply 1 - Explain Tourism mechanics (how is it calculated exactly) There is a page on Tourism and Trade , the Tourism p
Off the top of my head: - Explain Tourism mechanics (how is it calculated exactly) - Describe espionage, explain counter espionage mechanics, explain effect of spy levels
[quote who="Bakka" reply="9" id="3701972"] Dumb question If you change the following line DurationalProject to Military Would is still cost a legion but only work once? [/quote] It would only cost a legion once, but it would be a building then that you would have to place on a tile (although you may also have to change the
StationGarrisonProject StationGarrisonProject_Name StationGarrisonProject_ShortDec StationGarrisonProject_Dec Defending_Legion.png &l
I modded Station Garrison so that it doesn't use up legions anymore ;) For me that's more like a milita force since you cannot move garrisons away from a planet, so I see no compelling reason to use legions for that, and solving the above mentioned problem is a nice side effect.
You can only move certain citizens and only by "promoting" them when you have researched the right tech and have the right resources.
[quote who="Frogboy" reply="19" id="3700757"] The problem with small starting colony sizes is that colonies grow at 0.1 per turn no matter what. Now, if we moved it to a percent, you’d have the big planets grow at crazy speeds or small worlds growing glacially. thus, starting a colony requires a minimum of 1 population unit. [/quote] That you could easily counter with a growth formula that is dependent on free housing on a planet: Say the
Just started a new game as Snathi, default colony ship pop is 2.
Seems that only experimenting will help since I don't suppose the devs will provide us with a formula ;)
According to a steam post ( link ): Gameplay + AI now will adjust how big its fleets need to be based on the assignment of the fleet. Thus, scouts and survey ships don't need escorts while mega fleets now need larger fleets. + AI smarter at picking quality ship designs. + AI much better at going after key technologies based on the co
I would assume the same, but my limited experience with anomaly modding tends to contradict that assumption. Smaller weights lead to less anomalies of that type, but it doesn't seem to be a linear function ...
Hm, I never build up a sizeable military before the first AI declares war on me, the possibly buildable ships are just too crappy. Playing ludicrous/all gifted, around 15-20 AIs, it takes about until turn 70 or so before I normally encounter somebody else. I put all citizens to work as scientists or administrators (if needed), I buy one survey mercenary at the start, I not exactly concentrate, but see that I don't fall too far behind with economy (and try to get Tourism quite early). Since Cr
IIRC the max pop cap was set to the planet class, so you can't increase it past that with cities or other means.
[quote who="raiisak" reply="840" id="3699695"] One bug that needs to be sorted, it gives it away (Benewolent, Pragmatic and Malevolent text is visuable). Also when entering event after colonizing 2/3 options are ticked by default. I can post a image of that aswell if needed [e digicons]:)[/e] [/quote] I'm not sure exactly whether you get points f
As far as I know there are only two mod folders: ...\My Games\GalCiv3\Mods for the base game ...\My Games\GC3Crusade\Mods for Crusade (but since 2.7 Crusade also reads the base game mod folder). If you want to alter a DLC file you have to copy it in one of those folders and modify it there.