[quote who="BigBadB" reply="17" id="3552665"] It seems the kinetic weapons (at least) have been rebalanced in 1.01 (not had a chance to check myself yet - pesky work). [/quote] Yes, they have a mass of 18 now. The Durantium-versions, however, remain unchanged.
Gaunathor
I don't mind that conquered planets retain their influence. As far as I understand it, it's a safety measure to prevent the planets from simply flipping back to their original owner on the next turn. What I'd really like to see, however, is that Culture Victory isn't possible when you're at war, like in the previous games. Without that CV is simply too easy, because you don't have to balance spreading your influence (which pisses the other races off) and keepin
[quote who="00zim00" reply="1" id="3550829"]I suggest getting it from gog.[/quote] I wish that was possible, but GalCiv 3 is Steam-only. Sure, you can buy it from other stores too, but all you get is a Steam-key. As for the OP's question, you need internet access in order to install and update the game. Playing it, however, can be done offline.
[quote who="Frogboy" reply="50" id="3550178"] the yor in the release buld definitely build up their population. in fact, they may need to get needed as they win a very high percentage of AI vs. AI games. [/quote] I think the main issue with the Yor is that their population cap doesn't work. For example, they can have a population 50+ on a planet, even though their pop cap is at 20.
The UpgradesFrom tag for the Mega Resort is set incorrectly. It needs to be changed from this Amusement Park to this AmusementPark
I have found the issue: PromethionExtractorModule PromethionExtractorModule_Name PromethionExtractorModule_Dec GC3_Icon_Promethion_32.png Mining StrategicResource <!-- Stat
[quote who="AvatarRob" reply="1" id="3548841"]Will it stack up the benefits?[/quote] This. The political party techs behave like any other tech with civ-wide bonuses (pop. growth, morale, etc.).
[quote who="ManiiNames" reply="9" id="3548638"] Making it non-unique changes it for EVERYBODY, not just the Altarians [/quote] Only the Altarians have the Biosphere Manipulator in their tech tree, so I don't think that's an issue. [quote who="ManiiNames" reply="9" id="3548638"] It is much cheaper to construct the Biosphere than the Ultra-Terraformer, so you could terraform the crap out of your planet extremely easily [/quote] The Ultra-Terra
Well, I would just make the Biosphere Manipulator no longer Colony-Unique instead: Open ImprovementDefs.xml (GalCivIII\Data\Game) Search for BiosphereManipulator Remove the line true Save the file Start a new game as the Altarians It achieves the same thing without changing the Altarian tech tree.
The Colony Capital provides 5 Production all by itself. You're using that to produce everything at the moment.
The description of the Yor tech Economic Efficiency says that it unlocks the Efficiency Center improvement. However, that's not the case. I had a look at the ImprovementDefs.xml to see what is wrong with it, and, as far as I can tell, there is no Efficiency Center improvement.
Hey everyone! I've uploaded a new version of the preliminary update. It contains the new changelog (based on v6.0.1 of the Community Update). However, it doesn't contain all of the files mentioned in the changelog, because they aren't necessary yet. There have also been a few more changes. The most important one is a bugfix: the Drengin and Korath couldn't add the Stellar Slave Center to a mining starbase, because the module requirement was set incorrectly.<br
[quote who="UnleashedElf" reply="213" id="3536287"]On the other hand there is the advantage of standardization if the community mod is used.[/quote] Which is why I ended up using the CU as base for the changelog. This also helped me find some bugs in my files (one minor and one major). Plus, it triggered me to make a few more adjustments (primarily regarding the costs of the ship weapons and defences). I'm almost done with the changelog. Only the tech trees remain. If ever
Hey everyone! I've uploaded a new version of the preliminary update. So, what is new? Well, the Torians and Iconians are back on AIP 10, thanks to the new executable provided by Frogboy. You'll have to download the .exe from one of the links in the Community Update thread, in order to make use of the fixed AI. The Drengin, Altarians, and Korx have their old starting abilities back. Though the Drengin now start with a Logistics of 20. Some of the other races also saw so
Hey everyone! I've added a disclaimer to the OP, stating that this mod has become outdated due to the Community Update, along with a link to a preliminary version, and a spreadsheet detailing most of the changes. So, what is different between this version and the previous one? For starters, I'm using version 4 of the Community Update as a base. This adds several fixes for typos and bad grammar, along with some new tech descriptions. The emphasis of the mod has also cha
In reference to Paul's question from the stream: Yes, "Gummisternchen" is a real word. It's German for "little gummy star". My best guess is that it's meant as a pun on "Gummibärchen" (little gummy bears).
Okay. One last addendum, because I need to get it out of my system. Maiden666 complained that the Charging Stalks and Distributed Energy Matrix are OP. I agree, but wasn't quite sure how to change that. Until now. Charging Stalks: In the vanilla game, you needed two Advanced Charging Stalks to get the equivalent output of a Intensive Farming and a Virtual Reality Center. In the CU, you currently only need one. The reason for this is that the output of the regular f
I've uploaded a new version. Here is the link. The Drengin and Yor are back on AIP 7, and the Iconians are now on AIP 11. The Civ Capital improvement now provides a 15% bonus to morale, and a 50% bonus to economy. The Initial Colony improvement now provides a 15% bonus to morale. The buildcosts of all improvements have been update
[quote who="SilasOfBorg" reply="209" id="3508542"] I had (wrongly) assumed that, when searching for mods to a older game like GC2, anything still discussed and updated in 2014 was pretty much as current as I was going to get. [/quote] Well, you would have actually been correct with that assumption up until two months ago. Nobody suspected that Stardock would ask the community for help to fix the remaining bugs.
Thank you for the kind words. However, Autumn Twilight has become outdated, due to the Community Update . The CU contains several of my changes and fixes, but is much more refined and balanced. Even better, it will eventually get integrated into the core game. So you won't need to mod GalCiv 2 anymore, in order to improve the AI (or fix the bugs, for that matter). I'm not sure yet, if I'm going to upgra
[quote who="Maiden666" reply="530" id="3508173"] But if you are really so adamant about this self-imposed standard you will have no other choice as to throw Terror Stars out of the game. [/quote] The AI's inability to use Terror Stars isn't due to a bug though. It just hasn't been coded to use them. Though if we go that route, I'd also need to remove the Atlas modules, and the RepairSB, RepairAssist (again), SlowEnemies, and Sensor SB modules too. Probably a
[quote who="Maiden666" reply="529" id="3508166"] This screenshot is perfectly ok with the logical routines that are part of the program [/quote] Yes, and it was actually a well-built planet (though a bit low on approval), if you ignore all the bonus tiles. However, I've seen enough examples where the logic just doesn't add up, in my opinion. For example, a Market Center on a research tile, even though there are five or more empty tiles available, a planet wit
[quote who="Maiden666" reply="525" id="3508062"] But these scouts aren't set to auto-survey but to explore the galaxy! [/quote] I've seen the AI use those ships to survey anomalies. Otherwise, I wouldn't have considered trying to do this. Still, it doesn't matter, because I can't manage to recreate what I did back then. I'm missing something, but I don't know what. [quote who="Maiden666" reply="525" id="3508062"] In the classical game
[quote who="MabusAltarn" reply="523" id="3508022"] If this proves anything it's that reducing TP/MP really helps the AI save money. [/quote] Well, that is kinda obvious, because it has to pay for less TP/MP. However, having such a big income means, that the AI now doesn't has enough means to use its money. Also, how long does it take to build anything with your values? I don't want to make the game slower than the vanilla version already was. Preferably,
[quote who="Maiden666" reply="516" id="3507916"] Ok, but what's the point then in making him do so? [/quote] To get more Survey ships out. Something any player would do. [quote who="Maiden666" reply="516" id="3507916"] I don't built expensive buildings like power plants only to decommision them afterwards. That makes no sense. I also don't sell planets. I think that balancing shouldn't address fancy gaming which is specifically s