I am as well
Tue
[quote who="williamameling" reply="15" id="3827872"] Take a look at my screenshot (see link https://discord.com/channels/299942486095167489/841714306626093116/913557296943075360) of my HW with the Bob Wonder: I am getting a +420% bonus to research on my HW from Bob (that is correct Four Hundred Twenty %). (I am getting other boosts to Bob from neighboring tiles). Not only that, ALL of my Core Worlds are getting at least a 300% to their research from the Bob Wonder.<
Yeah I do the same :)
Regarding the Memory Center, would it be a good idea to reserve a central spot for it even though its adjacency bonus is quite low? In my last game I got an 80 percent boost from it which was by far the highest individual building but with a better location I could probably push that to 100.
Does anyone who visits these forums on a more regular basis know how long it normally takes from the patch notes to the actual release?
[quote who="Larsenex" reply="7" id="3827628"]Did the change to collect resources such as Techapods, or other rares on Colonies get into this build? Meaning if a colony has the resource we would get the resource instead of having to change it to a core world?[/quote] I think this Orbital mining and Hydroponics techs will now allow you to perform colony upgrades to access trade r
You're quite correct! [e classic]:congrat:[/e] I was looking in the wrong place since I have files at C:\Program Files (x86)\Epic Games as well as at C:\Program Files\Epic Games. For anyone else interested, the XML files are in the Program Files location, not the Program Files (x86) one. The file structure of the mod has also changed since GalCiv3 so it might not be totally necessary but it seems to work if I just copy the structure f
That's promising - thanks man :)
I must be missing something because my file structure looks nothing like GalCiv3 and I don't have a single xml file in there. Where are yours located?
Will the full game be moddable? I like to play around with various things and make highly unbalanced starts and it doesn't seem possible in the alpha. Maybe I'm just missing a new structure and if so please point it out :)
Is there plans to make colonies produce strategic resources on their own? Or to have the ability to do it from a core world or via starbases? If the idea is to limit micromanagement it seems a bit counterintuitive, not to mention inefficient, to have to put governors on small worlds just because they have a Monsantium Deposit or a Techtapod Hive. That's exactly the world you'd just strip of resources and never put a colony on.
Is there a hard coded limit to the maximum PQ of a planet? If so, what?
[quote who="Blaze of Glory" reply="5" id="3490949"] I think the idea is interesting, but may add a layer to the game that really isn't needed. If it were to be included, I would want to see something like this. 1) Mothball a ship requires 3x the maintenance cost to put it in mothball. 2) It can only be mothballed at a planet, starport, or starbase. 3) To reinsta
That could work even though it could lead to some gamey tactics, i.e. keeping your fleets at strategic point but fully operational. I think it needs to be coupled with a delay timer of some sort to so that you have a drawback to the reduced maintenance.
That would be pretty cool too.
Would it possible to add a feature to lay up some of your ships if you currently don't need them to save on expenses? Say I've just finished a large scale war where I built a lot of war ships but I'm now entering a period of, hopefully, prolonged peace. I could then lay up some of my ships to simulate them being partially or fully decomissioned. Instead of outright destroying them, they would just become inoperable and cheaper to maintain, cutting down on my expenses while
I take it that's a no then. ;) It's a shame IMO. I really do not like the ship designer. I get that it makes it much easier to make something , but it's severely limiting the ability to make something specific. At least for me. I would much prefer an actual 3D designer where I could alter every shape instead of having to attach blocks to predefined hardpoints. Of course, you could still have the predefined blocks to make it easier but just having to create
Would it be possible to add the ability to "invert" ship parts? Say you want to build your own hangar deck. Currently you have to build around the empty space that makes up the deck and make sure everything lines up nicely. What if you instead could just build the outline of your ship and then place a part where you want your hangar deck and that part would carve out space from the ship. Placing a small, square block on the side of a massive hull and adjusting it so it was flush with the edge
[quote who="Rand Johnson" reply="389" id="3489700"] So basically you want a ship that resembles star ships from Star Gate SG1 and Atlantis, Right? [/quote] I don't know where they're from - haven't seen either of those shows. :) I just thought the vessels in the pictures looked like what I'd like to make but don't have the talent for. If they are from those shows then yes.
Do any of you take requests? You all clearly have much more talent and patience than I do. I wish I could make something like this: or this: Most of the ships I design end up being
I was looking through previous post but for some reason the search feature stopped working so I'll ask it here: Are United Planets resolutions ever rescinded? In the beginning of my current game a law was passed that limits the number of modules on all starbases to a maximum of two. Since it was quite early I only had one SB with more modules and a couple of others with just one or two, and now I'm prohibited from expanding them unless I leave UP. I'd prefer to stay in for the trade rou
I'd like to know this too. I've tried looking through the modding guide but I couldn't find anything about it. No, it's always random. Thank you. Now I can stop looking.
Is there a way to "set" or "dictate" a planet's tile bonuses? I'd like to know this too. I've tried looking through the modding guide but I couldn't find anything about it.
Nobody's suggesting setting the default to 1. They're suggesting setting the minimum on the slider to 1, or possibly allowing them to launch empty. Exactly.
Edna, I do exactly the same and would like to see this ability in 1.2 if possible. And kisses to you too by all means.