Cool, never seen that before.
ManiiNames
I have played a lot of GalCiv3 and I hardly ever use this tab. I find it easy to believe that it was either a). Forgotten or b). Not prioritized.
I tend to play in Large galaxies, so there aren't THAT many planets to colonize. Are you perhaps in something immense and we're running out the list of potential events?
Would be spiffy indeed.
I normally build one power plant on every planet. If the planet isn't extremely tiny, I also build a factory. If the planet is of reasonable size and the layout works, I'll build more factories in a formation around the power plant. Q: Why a power planet? A: Long term the power plant has the best +% for a single hex of space, topping out at +100% while a factory is only +50%. Q: What do I do with my manufacturing capability? <
The Drengin start with negative morale. Yes a building fixes the problem, at least while you continue to keep it upgraded in sync with the planet's population. I myself view morale buildings as a tax, and try to avoid them whenever possible. Harmony crystals, technology such as +4 to all morale, starbases with +morale modules etc are the way I deal with morale issues.
You could use the global tools and say "Hey! Everybody building Killer now build Killer Mk1", would solve the problem with existing functionality.
Suggestion: Now that you have multiple constructors working properly, how about updating the definition of the "Basic Constructor"? Something like this: BasicConstructorBlueprint Cargo Support Constr
On the Bazaar screen I scroll up and down using the mouse wheel. Works fine.
Research relics always only gave 10%, they didn't give extra. Which, strangely enough, made research relics the crappiest ones overall if you have the Ancient trait.
Thanks, I'll look for it.
I want to create a building which adds increased sensor values, but IDK where the planet sensor values are defined so I am not sure what value to modify. Anyone know? To clarify, I want to give the PLANET better sensors.
[quote] (opt-in #3) Increased the Sensor Power of higher level Ship and Starbase Components and Modules. [/quote] Huzzah! [quote] (opt-in #3) Starbase request feature now can deal with constructors that provide multiple modules. It will keep using the same request if the incoming constructor has multiple modules. The labels in the shipyard will only show the first module the constructor is building. [/quote] Huzzah! [quote]
Thanks for update #3!
Issue: "The Scout" event (Line 636, data/Game/IdeologicalGalacticEventDefs.xml) needs adjustment to account for changes in Sensors. Current values look like this: SensorPower Global Ship
I'd happily trade some resources for a L16 planet.
For me, playing single player, this falls under the heading of "Don't do that."
I have this happening in my current game as well. Could provide a save if desired.
Noticed the Temple of Enlightenment (Ideology Building) is finally RESEARCH based, instead of approval! I am not a politician and I approve this message.
MovesCap Starbase Flat 1 ^^^ is the only thing you changed though, correct?
I am experiencing the same issue.
I've installed it quite a few times over the last couple of years. Never seen a limitation.
[quote](opt-in #2) Item trade costs are adjusted based on relations and difficulty. [/quote] REALLY noticing this one. It is making things much more painful for me, and that's probably a good thing.
Experimented a bunch more, the "Instant" tag doesn't work in this instance. What I will probably end up doing is modding the Starbase modules with something like: StrategicRepair Starbase Flat </Bonu
I thought about strategic repair but had not considered the "instant" tag. That should make it instantly heal, but only the one time. Yes?