yea I tried sensor & engine multipliers there but it didn't work either, bh I'm not sure exactly what that multiplier is doing. Ot has a definite effect, but I'm not sure he specifics of how
Tetrasodium
do you know an XML tag that can be edited to alter the research cost of all techs without manually editing the costs one by one? If so, what tag & which XML file?
[quote who="androshalforc" reply="1" id="3512681"] after re-reading your post i like it i thought you were asking for research speed controls at first not just better controls for it [/quote] Correct they are't in beta right now & it's pretty expected that things not be finished in betas :). With that said take the example of a larger galaxy with tons of planets because someone enjoys managing them, compared to an even larger one with fewer planets b
it doesn't seem strange, but with thewar tax option for 25% tax on warring nations, I'd like to see two other potential entries 1: allow any race to bring an approved declaration of war for them to start a war with $race 2: a smaller tax on all nations used towards a galactic peacekeeping force under the control of the most powerful race where they are obligated to come to the defense of any victims of unapproved declarations of war with a portion of the pr
[quote quoting="post"] I know that, having picked them, all the Races in the game I'm playing are going to exist and that I should meet them at some point. Therefore it's logical I can't have diplomacy with a Race I have yet to say Howdy to. But it's not logical that although I have yet to met the Drengin, I can see they are part of the UP and that they have 22% influence. If I know that then it makes sense I should know how they have that 2
I'm going through the xml files raising the costs to hack in a slower speed, but it's a huge pain going through each race's and doing it tech by tech and it strikes me that there could be a better way that works to improve different galaxy sizes and different planet densities. Currently there are t3 technical epochs (ageofexploration/war/ascenscion) & all techs are noted where they fall. It strikes me that a better way t
[quote who="androshalforc" reply="5" id="3512476"] i dont mind engine speeds but in i believe mapsizedefs ( could be wrong since im at work) there is a series of lines for combatmods which atm serve only to increase ship range for larger maps which i removed i might play around with making that smaller [/quote] Very nice, I changed the globalcombatmods section for huge to this: ShipRange <Ta
I actually kinda the wide spacing, but agree that 2-3 is better with the star frequency bumped up a notch for huge galaxy, tight clusters, common stars makes a nice clustering witstars in the clusters about 6ish hexes apart from each other & individual clusters seem to be anywhere from 3-5 to more common 15-20ih hexes apart from each other I think it will give a more interesting flavor to borders than just oh it's $GonnaStartWars on that border" but borders can still sometimes b
I like this idea
I'm at 82 benevolent, 166 pragmatist, 10 malevolent& got locked into bringing up the ideology trees. I have pragmatism, free trade, [reasonable locked in beta], arbitrator, builder. [neutrality locked in beta], caution, efficiency, mediator, [traders is 169.1 to my mere 166]. Under benevolence I have Benevolence, mindfulness, pioneering, breakthrough, empathy, prominence. everything open there is either disabled in beta or 100+ benevolent points to unlock. I had to endtask
initial thoughts on galciv III the galaxy sizes beyond huge (gigantic/excessive/insane) are great sign. I say this because I'm one of those players who enjoys the challenge of building at a sustainable stable pace & playing the long game where I get to enjoy maintaining that base while managing diplomatic/trade/militaristic bits & bobs with a significant number of other species but gigantic often felt a little cramped onc
try deleting the .customracexml files
try deleting the .customracexml files
I think it's hardcoded.
I think maybe ctrl or shift+mouse up/down might do it too, but I might be thinking of some other game as well.
You can't make a tech so it lowers the cost of another tech. You can make the tech tree to be say, laser - laser II - laser III - etc |- Plasma - plasma2 |-phasor - phasor II etc, but it winds up being rather lame in actual gameplay. You are either able to make huge jumps up the tech tree very easily, or you make each step up very expensive and painful both to research as well as not skip the II III etc weapons.
The robot character is based on your alignment as far as I know.
But miniaturization as it is implemented isn't really miniaturization, it doesn't make any real sense. It doesn't miniaturize (is that even a word?) anything, it creates more space in hulls. Some items do have a fixed size, so... It's one of the abilities that should go IMO. The real miniaturization comes from researching further into the branch, so there is actually a doubling effect at work here. What miniaturization is doing now should have
You might want to go with Morale and Social production for choices if your having trouble. Morale will give you a lot more breathing room with how high you can raise taxes and as a result a higher income in the early/early-mid game with no real effort. Social production will let you get your colonies off the ground easier, it's especially good if you start each colony with a couple +econ buildings since they provide extra money and take long enough to build to get some population on the colony
I think it's more important to notice the people who can't use the product they paid for than quote the ones who can. "only X% of our customers paid £Y for nothing, thats fine as Z% got a working product. I suggest when you pay for your internet and it doesn't work you should consider all of the rest of us online while your phoning customer service especially when they tell you "I'm fine thanks, My internet works great, bye."
Morning folks (well, here it is) is there a way to add a tech that would give All planets orbital logistics? only thing i can find is F-logistics, which seems tied to specific building improvements (fleet manager etc) Add it to the colony that every planet gets when you colonize it <img src="http://images.stardock.com/gc2/T_DL/smiles/Wink.gif" bo
My favorite foolish AI mistake was trading an economic treaty with the Krynn for about half their military. Since the Krynn were the only other super power and growing more and more hostile towards me, I turned around and bribed someone (iconians maybe) to declare peace on the almost defeated drendin, then gave all the Krynn ships to the almost defeated Drengin in exchange for declaring war on the Krynn. The Drengin flattened the Krynn with already positioned ships and the Krynn were suddenly
The Galactic Guide Book wouldn't be that useful even if anomalies regenerated. I've built it before (why not), and while it does make the survey modules free, they still take up space. About the same space as 2 sensors. Galactic GB needs to be much cheaper and buildable earlier in the game; that's all there is to it. I have never built the galactic guide book but in it's description it clearly say's that '
The computer does calculations based on your actions while you play. if you have lots of AIs, there it is. What calculations? The AI's are inactive during your turn. depending on your CPU and the settings you have, it's making some decisions about what it's going to do on the next turn. Also ships can have very high polygon counts if customized, that could add to it. I
Oh it goes on. I wondered for a bit why I manage to get such a nice lead in most categories until I had seen that the 4 AI opponents simply don't colonize any other world after their class-4 planet in their homesystem. They don't build colony ships, no military ships, no nothing. maybe it's a stupid question now, but is there some kind of cheat "code" I could have hit accidently that could cause such a behaviour of the AI?