Issue: Active Core grants +50% Social Manufacturing but has a food negative. For the Yor I would expect the Social bonus to kick in and the food negative to be ignored, instead neither adjustment is applied.
ManiiNames
Issue: The Yor already have their problems, and this Bio-Replicator is astoundingly good for meatbags but almost totally useless for Yor since we do not use 'food'. Suggested Fix: Some form of 'PopulationCapYor' should be applied at each level.
[quote who="krbjms" reply="146" id="3648929"] From "Darkurthe" I have my 45th race a slight rework of his original. DENVARIEN CONFEDERATION [/quote] I have the original version of this installed via Steam. What's different about your variant? Nudity?
Terror Star!
[quote who="Syrkres" reply="1" id="3648844"] Well I almost always surround my planets with economic bases, and those more than have enough. [/quote] Ditto.
Thank you.
Kinetics are amazing if you can raise your accuracy, through racial traits, events, technology or sensors.
should I download the three parts separate.y and then combine them?
@Horemvore Any update for 1.82?
This is still an issue in v1.82.
Missionary center is a building granted by choosing the first Benevolent improvement in the Culture path. You should just see it in the list of available buildings when looking at a planet. Note that buildings are not listed in alphabetical order, so scroll down if necessary. There is a wiki, you can find it here: http://galciv3.gamepedia.com/Official_Galactic_Civilizations_III_Wiki </
An early durantium refinery on your homework done will yield INCREDIBLE productivity gains.
I think it's only monetary costs though? It doesn't make it cheaper to construct with production points, or at least it sure doesn't show that it does?
Q: For your new planetary projects, does this mean "For every 125 manufacturing points invested one culture point will be generated"? Q: What happens if the planet doesn't generate 125 mfg? ProjectSanctuary ProjectSanctuary_Name Pro
Agreed, this would be nice.
Never had this happen?
I've had to open up the files and look at them to figure out what's what.
Wow, this one has been stuck in limbo for a while. Great to see it getting fixed!
Issue: The Benevolent colonization ship component reward "AtomicPolorizer" does not seem to exist. Pragmatic and Malevolent versions do exist. Bonus Issue: It should almost certainly be spelled "Polarizer". Made my teeth hurt to spell it as I did, but that's what is in the code.
New combined file from your dropbox seems to work fine. At least the game launched without errors! TY Horemvore.
Won't launch for me right now. No current mods other than yours, error is: C:\Users\-----\Documents\My Games\GalCiv3\Mods\Improved AI\Game\GalCiv3GlobalDefs.xml(1286,17): error: element 'TutorialCampaignInternalName' is not allowed for content model '(MaxNumTurns,CreditsAndPowerCap,DefaultTileMoveCost,MinTileMoveCost,ExploreTileRandomRange,MinManufacturingSlider,StartImprovementLevel,StarbaseModuleSalvageMultiplier,Shi
@Mormegil Q: What do you think of putting the XML files into github or something similar? Community members who find find errors could then create pull requests with fixes. Would make us feel good, as the stuff might get fixed sooner. Would help Stardock in that some of the QA work could get completed by the community at large. - Manii Names
TY Mormegil and Horemvore.
Pretty sure I've reported this before. Yep, right here: https://forums.galciv3.com/477017/page/1/#3632698