What decision making chain makes the AI to build only small or tiny sized ships, once you destroy all of it's large/huge ships? Doesn't make lot's of sense, because the AI doesn't even wait to group them into large fleet, just sends in them out in groups of 1-5 ships, which get immediately obliterated by fleet of large/huge ships.
liqo_CZ
I start up GalCiv3 2-3 times a year to see what's new. What an unpleasant surprise, that Beam Magnification Array ship component still does nothing after 4 years even though it has been reported. So here we go again: Version of the game: 3.96 DLCs installed: Galactic Civilizations III - Precursor Worlds DLC Galact
Thanks, I thought that it will be something that I missed (like whole different folder where I should take the file from)! [e digicons]:grin:[/e] I understand that from game design perspective, even though I'm not sure why only colony capitals, buildings that provide once-built one-time bonuses and maybe galactic wonders aren't indestructible. I like to min-max my planets, that's why I want to mod it for myself.
I've modded my ImprovementDefs.xml but I guess I'm missing something else, because I have weird placeholders in my game, like these: Can anyone help me please? EDIT: I just deleted the " true " trait from most of the improvements, except colony capitals (for historical re
You know know what they say, "when you are not satisfied here, go elsewhere". So I went and found Factorio and its devs Wube. Ever since then, I present them as role model with their outreach to community. They are active on their forums and listen to the community. The amount of content they added that wasn't in the original design is amazing (the game is still in early access). Most of the ideas for it comes from the community or mod creators. The game is on Steam, yet they created their ow
That's why I always play with AI surrendering off [e digicons]B)[/e]
I don't own Retribution, but somewhat I agree with the tech pacing. I remember that in the days of yore (maybe pre-Crusade, I'm not sure) I used to have multiple planets dedicated to research, often stacking more than 1k+ research per turn. Nowadays I feel like that you speed through all the research no matter the Age you're in with only about 500 research per turn. Takes all the joy from progress, when you can research most of the techs in 1-2 turns. So Croc411's solution sounds appealing to
I think the resource usage should be rebalanced again. It was once, when they changed kinetic weapons from using durantium to thulium. But the whole resource system still seems in disarray, the demand for durantium is higher than for any other element. Occasionally your demand for promethion spikes, but durantium still seems as most needed. Also weapons usage of those elements is somehow whacky. You use thulium for support modules and railguns, so you have to choose which one of those you wan
Does Beam Magnification Array component do anything? (I'm playing without Retribution DLC.)
Thanks for explanation Horemvore. Sounds like an issue that should be fixed =)
When I annexed a planet, it came with huge financial loss (more than -3000 credits). I was broke for several turns. Is this intended behavior? Since annexing is kinda automatic, at least some warning that it's gonna financially ruin you would be nice.
But if the AI is worried you might win and declares war on you, it shouldn't throw itself few turns later to your feet and beg for mercy :-D That is neither good diplomacy nor good warcraft.
Lol I always thought that their weapon/armor setup depends on your tech, trying to achieve best setup with the tech available. Silly me [e digicons]:drool:[/e]
[quote quoting="post"] So, I build a farm, and it sits there. I don't see it adding anything to the food stockpile other than when it is first built. Shouldn't it be adding to the amount of food you have each turn? [/quote] Think of farms as buildings that raise your current food cap and cities as buildings that subtract from that cap. [quote who="damonlundy" reply="6" id="3711364"] If you get lucky with RNG, you will find one or two pl
[quote who="AdamMG" reply="3" id="3711393"] specific to point 4) - the percent bonus is to total population - so you had ( 5 + 3 ) * 250% = 20 on the nose [/quote] Thank you. EDIT #1: And how it does work with multiple cities, do their percentage bonuses add or multiply together?
[quote who="pkoko" reply="1" id="3711374"] try 3.01 beta [/quote] I haven't found anything in the v3.01 changelog which relates to the issues I described here.
Hello, I'm playing at v3.0, all DLCs except Intrigue and ship parts stuff. 1) Even though researched, cannot upgrade the hydroponic farms (as an aquatic race). 2) Some "one per player" buildings are sti
[quote][Crusade and Intrigue only] Custom maps made prior to 3.0 now start arable land [/quote] How does it work, random planets get random amount of arable land (based on planet quality)? I'm currently editing Six Pillars to bring it up to date (missing resources). If I add arable land to planets manually, will it get another arable land on this patch? Or since I'm editing this map on v3.0 patch, it wouldn't have any arable land unless I add it manually? Btw it's a