Scintor

Scintor

Joined Member # 2519676
0 Posts 0 Replies 601 Reputation

Can anyone make a mod that scales the governmental planet caps with the number of planets available? I've tried, but its beyond my abilities. I have basically quit playing over this issue. The game just becomes unbalanced in the larger galaxies. I'm basically one of those weirdos that loves large scale micro managing. The biggest galaxies that my computer can handle with everything as abundant as possible. The commonwealths are an interesting idea, but get to be a pain after a while.&

7 Replies 38,154 Views

I can play scenarios and older saves, but every time launch a new game it crashes to the desktop. I noticed that it has a warning for "No minor factions specified" when it is set to common. Anyone have any ideas? Debug Message: Version 3.10, Build #10713, last updated on: 11-24-2018 22:01 Debug Message: Steam Build Debug Message: Initializing DLC status Debug Message: DLC0_Founders Owned: 0 Installed

2 Replies 6,804 Views

I keep getting about 30 of this error every time I start up: C:\Users\scint\OneDrive\Documents\My Games\GC3Crusade\Mods\PlanDiv\Game\PD_PlanetArtDefs.xml(242,18): error: no character data is allowed by content model I'm pretty sure it's caused because I moved a file to the wrong folder. Can anyone give me a clue as to what I need to be looking for?

2 Replies 6,184 Views

I tried installing the mod, but every time I try to load the game I get an "Incompatible Faction Error: + Unknown Ship Style" for all the races from the mod. This happens both with mods on and off. I figure that I must have put a file in the mod folder that needed to be elsewhere, but I don't know which files need to be out of the mods file. Edit: I put the designs in the game design folder and there was no change.

1,416 Replies 4,494,285 Views

The rate for flipping a planet with 4+ influence is about 1 in 20, unless the race has three or less planets and then the rate drops to about 1 in 100. These are approximate rates from experience. (I play lots of high influence games with the influence victory turned off.) Scincerely, [email protected]

9 Replies 13,145 Views

Well, there is no direct way to tell, but a good indication is if no groups of spies have spent a significant amount of time in your empire without being nulified, the they don't have anything. If on the other hand you have been overrun with spies for 10 or more turns without being able to do anything about it, assume your enimies know everything. Seriously, Unless the AI changes the ship with TA really upgrade how spies are used by the computer, they never know anything. Scinc

7 Replies 8,197 Views

[quote]There are a number of aspects of the game that only make sense on tiny maps:Research speed.Number of trade routes. Kyrnn super ability. Drengen super ability (at least I think its the Drengen. The one where they get a bunch of free ships.)The price increases of researching spies. Spy on every Planet Mega event.How the AIs declare war on opponents across a large map that they could not reach in 100 turns. How the AIs invade planets (sending all their rescources halfway across the board whe

48 Replies 28,465 Views

The spies cost is based on how many have been produced, not how many you have. Found this out by getting the "spy on every planet in the galaxy" mega event. used up 20+ spies in one turn and making more was rediculous. Scincerely, [email protected]

36 Replies 22,818 Views

There are a number of aspects of the game that only make sense on tiny maps: Research speed. Number of trade routes. Kyrnn super ability. Drengen super ability (at least I think its the Drengen. The one where they get a bunch of free ships.) The price increases of researching spies. Spy on every Planet Mega event. How the AIs declare war on opponents across a large map that they could not reach in 100 turns. How the AIs invade planets (sending all their rescources

2 Replies 3,341 Views

[quote]Obvious design flaw aside, what do you base this on? Any quote from a developer saying 'Well we don't care how you play the game, we only want it to be fun for tiny maps'?[/quote] There are a number of aspects of the game that only make sense on tiny maps: Research speed. Number of trade routes. Kyrnn super ability. Drengen super ability (at least I think its the Drengen. The one where they get a bunch of free ships.) The price increases of researching sp

48 Replies 28,465 Views

The problem here is that research (and many other aspects of the game) is optimised for small maps and larger maps are just an add on. I love playing the giant maps as well and have recently started playing with very slow tech speed. I kept running into the same problem of going through the tech so fast that by the time I got a ship built it was two generations behind. Now, I like tech trading because I like to collect all the techs. I also like playing influence games where c

48 Replies 28,465 Views

I still advocate teaching the AI how to trade (vs trying to nerf human trading to AI levels.) It still seems like the Humans and the Korx would try to establish dominance through trade due to their histories. I also advocate the idea that trading for a tech does not actually give you the tech, but allows you to research it or gives you research points toward that tech. Unfortunately, the devs have declared a feature lock and we are likely to get squat. Scincerely,

48 Replies 28,465 Views

Often hitting the tab key would take you to a ship with unused movement points. once you made any ships move the game would continue. On the other hand there were other dissapearing turn problems that this would not cure, but it is worth a try. Scincerely, [email protected]

11 Replies 4,045 Views

Tech trading is a very touchy subject for some people on these boards. There are some very vocal players who believe that technology should never be allowed to be traded at all. These are usually you people who like military conquest only and seem to think any other victory type is at least semi-cheating. There is another group who love building up big, well run empires and dislike wars as they tend to mess things up. (I am amoung this group.) We tend to try to create ways to

22 Replies 16,056 Views

You might also consider letting your military production lag for a while and ramping up your influence as well as your research. Build up your infrastructure and use the nonviolent take-overs to expand for a while. By the time eveyone's tech catches up to the pirates, you can be in a position to break out and overwhealm your enemies. (Think pink blob of doom.) Scincerely, [email protected]

9 Replies 6,362 Views

I've written on spies several times, and there are several guidlines I use for them. First: Don't expect to steal techs with them. You have to have advanced level and then the ability to leave them for long periods of time, and then it only happens like once every hundred turns. It is unrealistic to expect to get a useful return on investment. Second: always deploy your spies in packs of three or more. Three spies usually give you low in one turn and medium in two more. Single

36 Replies 22,818 Views