[quote who="erischild" reply="9" id="3603017"] The rate of atmosphere loss is something like 100 grams per year. A goodly sized compressed air tank could take care of years worth of depridation. Any actual atmosphere production capability could easily account for the loss, on the principle that a leaky bucket still fills up if you keep pouring water in. [/quote] Its roughly 100 grams per second , not year. That works out to appr
Chibiabos
[quote who="Primal_Savage" reply="2" id="3600913"] ...So when I try and move my units, they pretty much always stop on the (1) position... Master Scouts works perfectly fine (No penalty in Forests/Swamps and on Hills/Rivers). You can see the Movement Cost of moving a certain Unit over a tile when you hover over that tile (while said Unit is selected) and look at the Minimap (Bottom right). Example #
Many of the tooltips in faction creation are not working (a tooltip shows, but is devoid of any description). The following traits have no description show up in their mouseover tooltips: Archers Assassin's Tools Binding Cult of a Hundred Eyes Enchanters Axe Mastery (also oddly shows up out of alphabetical order) Great Hammers Light Plate Masterwork Chainmail Wan
Still waiting on this. Open the Starbase Auto Upgrade pod bay doors please, Paul.
Not sure what I'm doing wrong, but I am getting the following errors trying to start GalCiv with the mod installed: C:\Users\Chibiabos\Documents\My Games\GalCiv3\Mods\insane abundant balance mod\Game\GalCiv3GlobalDefs.xml(1180,18): error: missing elements in content model '(MaxNumTurns,CreditsAndPowerCap,DefaultTileMoveCost,MinTileMoveCost,ExploreTileRandomRange,MinManufacturingSlider,StartImprovementLevel,StarbaseModuleSalvageMultiplier,ShipyardMaxSponsor
What did you do to get it to work, as I can't seem to get it to do anything, either :( When I first installed and enabled the mod, GC3 wouldn't start and gave an error about an invalid character in a file in the MACOS folder. I presume the PC didn't need the folder anyway, so I moved the folder out. I can't seem to find the tech to build the repeatable upgrade. Non-Yor don't have the Power Matrix showing up in their tech trees despite the readme
I've not noticed any change with this. Planets with shipyards getting captured have always left those shipyards abandoned, so far as I can recall.
Church/Religion was integral to England and that was one of the driving factors to separate. The Founding Fathers were adamant about keeping church and state separate. Church does not belong in any institution, and freedom of religion should not be interpreted to immunity for churches against paying taxes or conspiracy to aid and abet child molesters. Christian shariah is no better than Islamic shariah. There should be no place for it here. We fought a very lon
This happened when I skipped over some smaller planets for colonization near the shipyard, then started to colonize them -- I colonized one of them and it auto-added to the shipyard sponsors even though I already have 5 sponsors on the shipyard, giving the shipyard 6 sponsors.
More dynamic AI ... by this I mean consider its position and needs more. Right now, for instance, if the AI has a surplus of 100 Duranium, it seems to still slobber and drool if you offer it 100 more in a trade even though its not using the surplus it has ... and doesn't seem to value it any more when it has -10 Duranium (and I often see the AI with negative amounts of resources). Choices in forming a government as the game progresses, not just instant bonuses from
I do understand what you are asking, and have the same problem -- the interface for game setup is not clear as to whether habitable vs. extreme planet frequency are relative to each other, or to something else.
The description is somewhat confusing because it says ships built on the planet , but ships are built at shipyards, not on planets. There are a lot of descriptions for things that are utterly useless or wrong, however, and in a couple cases are actually the reverse of the actual effects.
And yet Obama perpetuates Dubya's "Faith-Based Initiatives" taxpayer subsidies of churches. Wish to hell we would separate church and state.
[quote who="Captain Patch" reply="3" id="3564593"] I think that trait can only be used ONCE. That planets and space stations within your territory at the time the trait is acquired will flip. That's the only way I can explain having the trait, but planets and stations that later get drowned in my cultural expansion do NOT flip. [/quote] Yes, but you can time it just right. Remember you don't have to spend an ideology point immediately
[quote who="Thecw" reply="58" id="3564498"] Do not try to make ships go below a 2 logistics cost, because then when the Hyperion Logistics system becomes active you will get nasty crashes and hangs. This is probably the reason SD has made the HLS no longer stack-able, because if there would be a ship with logistics cost of zero then the calculation of how many ships you can fit in a fleet will result in a divide by zero. [/quote] I thought the HLS was still
The Benevolent ideology trait "Enticing" will flip any and all planets or space stations to your civilization, including "Immune to culture flip" planets.
Not sure if this is intended or not, so don't know if its a bug or not, but seems odd to me.
An Ascension Gate is not an upgrade to any previous improvement, its a building of its own. You just find a spot (you'll probably want a high-production world) and build it.
Simply fixing tactical combat might help. For some reason, no matter what, carriers never seem to get targetted until after their fighters are destroyed. If this were not the case, if Carriers were made a higher priority target than fighters for, say, Assault ships, that might help -- the tactical battle would probably still be lost (I imagine the fighters will still hang around after their carriers are destroyed in the fight) but with the carrier gone, the fighters would not be a
I am running 1.03 as well. That is strange.
[quote who="Semipiratical" reply="27" id="3564045"] Destroyed fighters already take a few turns to replace; I've lost carrier fleets by foolishly engaging several times in succession and having only 1/4 of my fighter complement available on the last fight. [/quote] Are you playing with a mod? I've taken my carrier group into a battle, lost half my fighters but won that battle, started another battle with the same group the same turn and all of my
Yeah, I noticed this when playing as the Drengin (which have that trait as a permanent racial trait).
I have exactly what we need: yet another lame idea to give carriers somewhat of a nerf. :P Instead of any of the above ideas, how about this? Fighter Pools Instead having fighters be completely "free" and unlimited, how about a "pool" that has to be maintained? Fighters are added to the pool by being built from a shipyard and/or planet. Fighters are removed from the pool when they replenish a carrier's d
Its stacked. I photoshopped in a mouseover of ship maintenance showing all effects. I picked a tree for my custom race that includes "Living Ships" precursor tech that claims to make all ship maintenance 'free' -- but of course by 'free' they mean they reduce it 100%. This is, I think, the reason it goes below zero -- because even small maintenance discounts such as the regular ones you get from enhancement techs (which I didn't choose to research myself,
Salesman: "Hey buddy, do I have a great deal for you! I'd like to lease you this fancy new Field Detector sensor for your ship!" Ship owner: "Ummm ... not sure ... budgets are kinda tight ... but at the same time, them pirates keep lurking and hitting my support ships, so ... I am kinda in the