joeball123

joeball123

Joined Member # 3255849
1 Posts 314 Replies 476 Reputation

I agree with peregrine23. If anything on one of my planets is going to be off on a tile all by itself, I would rather it be the Colony Capitol than just about anything else. Why? Because the colony capitol doesn't gain anything from being adjacent to anything, which means that it's more optimal for the colony capitol to occupy as few possible adjacencies as possible than it is for it to occupy as many possible adjacencies as possible. The only time it's really beneficial to stick

25 Replies 25,747 Views

[quote who="Simplicity123" reply="6" id="3519799"] If this is the case, then the wormhole "artifact" should just be thrown out. I can think of few situations where I want to send my (likely single) survey ship on a Lost in Space adventure. [/quote] Personally, I would rather have both stable and unstable wormholes than only one or the other. However, if I cannot have both, I would rather have unstable wormholes. Do I like having my survey ship thrown halfway acr

17 Replies 82,776 Views

[quote who="XeronX" reply="54" id="3519808"] I know it would never happen but I would love to see hull sizes come with space dedicated to the different classification of weapon sizes. [/quote] Personally, I am opposed to such as it would tend to make everyone's elite battleship more like the elite battleships fielded by everyone else, regardless of the situation in which they find themselves, and prevents them from adapting the elite battleship to perform better in thei

74 Replies 276,992 Views

[quote who="erischild" reply="3" id="3519736"] Is that something possible? Click on the three icons and move the prod wheel one notch in that direction? I don't have the eye-hand coordination to do it manually. [/quote] In terms of computer programming? Yes, that's something that's possible. In terms of features included in the game? Not as far as I am aware. I'd appreciate having it, as well, especially if it came with the ability to lock one

8 Replies 2,670 Views

It occurs to me that part of the issue might simply be that carriers get their fighters out too rapidly. Having 5 extra ships per hangar bay on the battlefield from the very beginning of the battle might be too much of a good thing; perhaps it would be better if there were only one or two fighters per hangar bay on the field at the start of the battle, with an additional fighter launching from each bay every X rounds up to whatever the end limit on fighters happens to be, or if fighters have

74 Replies 276,992 Views

[quote who="markmid" reply="52" id="3514737"]If this is a universal position among players it indicates that military SB's need an upgrade from Galciv II. Did people find them useful, honestly? If useful, efficient? [/quote] Military starbases, especially highly-upgraded military starbases, could be useful, but the problem was that you had to fight within the area of effect, and so you'd probably spend great sums of money and many turns of planetary production building co

81 Replies 44,302 Views

[quote who="Exa_Unique" reply="48" id="3514682"] Yet.. I still don't see how the ship can apply its " transversal velocity" to out maneuver the weapons from that data... Some of you are focusing on my " pinpointed 3+ turns away. " and totally ignore the " transversal velocity" part. But by pinpointing, I or We didn't exactly mean they engaged in fighting. But rather that the station has according to your data. <

81 Replies 44,302 Views

[quote who="Exa_Unique" reply="43" id="3514467"] Until then, I reckon a massive space station with room for a massive array of weapons will make short work out of any fast moving tiny ships already pinpointed 3+ turns away. [/quote] [quote who="kestlstw" reply="46" id="3514526"] Straight line trajectory with no evasive maneuvers, you could easily hit a ship, even a small ship with a projectile or laser, its all just math, including travel time. [/quote] The

81 Replies 44,302 Views

It's a bug. 9 units is the most you're ever supposed to have in a single army, but sometimes there's an issue with taking garrisoned armies out of cities that results in the city's permanent garrison being carried with the army. As far as dealing with it goes, I'd suggest building up a bunch of cheap units and wearing them down, or shell out a few hundred gold for a couple of Blizzard scrolls at a Conclave with the Scroll Scribe improvement, or bring in some high l

2 Replies 7,875 Views

Choose to upgrade some cities to Fortresses when you get the option to choose city types. Then at city levels 4 and 5 choose the Prison and Onyx Throne improvements, as these globally reduce unrest by 10 and 30 points. Since each city increases the empire size unrest penalty by 3, if I recall correctly, 1 Onyx Throne negates the unrest penalty for having 10 cities, while 1 Prison negates the unrest penalty for 3 and a third cities. The unrest reductions stack, so if you build enough fortresse

5 Replies 33,361 Views

Logically speaking, it makes a reasonable amount of sense that when the last remnants of a state are peacefully annexed by another state, apparently by the will of the annexed state's own citizens as theoretically happens when the last remaining worlds of an empire are culture-flipped by another empire, the annexing state acquires non-territorial assets such as warships and military bases (e.g. starbases). It can also be argued that this should be the case in annexations of smaller areas,

3 Replies 8,264 Views

For 9 attack versus 1 defense, the maximum damage per hit is 8.1 damage, and the minimum damage per hit is 4.05. A six-figure unit makes 6 attacks with attack score 9, each of which can hit or miss. I believe that attacks are rolled until one misses or the unit makes as many attacks as there are figures in the unit, though it is possible that the attack rolls are independent of one another; if the attacks are rolled sequentially until one misses, then the probability of at least one hit is P

4 Replies 10,624 Views

I dislike the idea of modifying the planet class by a habitability index. Planet class has always seemed more likely to be related to usable landmass than actual habitability despite the game's claims that class 26 worlds are "like heaven" and class 4 worlds are hell, as habitability doesn't have all that much to do with whether or not I can build something on its surface. However, something that a habitability index would be useful for is as a modifier for the maximum population, the

20 Replies 29,891 Views

[quote]Added the Barren's Witch unit. This unit is a spellcaster who can heal allies, curse enemies and cast contagion. She can often be found aiding bandit camps, or in larger covens in service to demons. [/quote] Assuming that you want this unit's name to imply a witch residing in the barrens, a more appropriate name would be Barrens Witch rather than Barren's Witch. The former uses "barrens" as an adjective indicating the place of residence, whereas the latte

28 Replies 55,049 Views

[quote who="Blue_Oyster" reply="22" id="3501424"] It's not a line of reasoning. It's the direct translation of the Latin. It's a fact that an act can be benevolent or malevolent without knowing the actor's intent. [/quote] Unfortunately, you're missing the point. Actions can be benevolent or malevolent without knowing the actor's intent, but the GCIII alignment system isn't about the actions - it's about the actor, and knowing intent is import

25 Replies 28,886 Views

[quote who="Blue_Oyster" reply="20" id="3501372"] The reason or motivation behind the wish has nothing to do with whether or not the act itself is benevolent or malevolent. One's action may be benevolent for the "wrong" reason, or malevolent for the "right" reason. [/quote] The issue with this line of reasoning is that the moral/ethical alignment of Galactic Civilizations III is supposed to reflect the civilization's outlook, not the civilization's image, and sin

25 Replies 28,886 Views

[quote who="Vivisector9999" reply="12" id="3501319"] That annoyed me how in GalCiv 2, I could wipe out one race after another, yet still be officially "good". [/quote] I tend to believe that the result of conquering a planet isn't the mass execution of the populace, but rather the mass disenfranchisement of the populace. After all, it's stated that the listed planetary population is the number of your citizens on the planet, not necessarily the true planetary populat

25 Replies 28,886 Views

There might be a way to restrict some spells to specific AI factions, and if so, you could make it so that the computer gets a 'Summon Champion X' spell when it researches some appropriately placed technology. I am not sure that this is possible, however, and even if it is, I wouldn't know how to do it.

3 Replies 4,214 Views

As the others have said, this is most likely a food problem. However, if you built a Garden and you are sure that this did not result in any growth of the city population (note that a Garden might not be sufficient - I don't recall exactly how much food a city hub gives you, but adding a Garden to a 3-grain city only increases the food supply in the city by 45, so unless you had 155 or more population in the city before adding the Garden, you wouldn't be able to go from level 3 to lev

8 Replies 22,843 Views

Personally, I would much prefer that the initial colony never shows up on a tile adjacent to any other. Why? Because the bonus it gives is no better than any basic improvement (+1 to adjacent whatever improvement type), and the initial colony itself gains no bonuses from being adjacent to anything else. There are much better things to have in tiles with lots of adjacency, especially if you're focusing the planet's production type. A factory next to another factory is a lot better than

4 Replies 5,650 Views

Consulates can be worthwhile for the growth bonus (especially if you can make it come into play while the city still has a lot of growing to do, or if you have a spell like Sacrifice that lets you turn population into something useful), and High Towers can be worth it if it grabs you an extra resource without having to send out another Pioneer to build a new outpost, but the other bonuses are limited in applicability due to only applying to the 5X5 (7X7 with High Towers) box centered on the O

1 Replies 7,297 Views

Find CoreWeapons.XML (should be in C:/Program Files (x86)/Steam/SteamApps/common/FE Legendary Heroes/data/English/ with Windows and the default install directory), open with a text editor, use find to locate the Broadsword, find the line that says 1 , and delete it. You will also likely want to add some prerequisite tags (for examples, see e.g. shortsword). Back up CoreWeapons.XML before you edit it. [quote who="Nightmare799" reply="2" id="34921

4 Replies 10,248 Views