Hoermvore, I like to modify my game XML directly. For example I will go into my game files (not the mod folder but the actual xml under steam) and mod up the sensors to 30 or add +1 move to all the engines and change the Shield Punch value from .60 to 1.(note shield punch does not work currently unless the value is 1 or higher.) Also I have started tin
Larsenex
Wishing all of you a terrific holiday an hope you all are closed on Monday! Fire up that Grill!
hehe, I have had research planet with roughly 1680 research all by itself but then that was with a custom ai using the Ancient trait. Very good for rushing techs...../snickers.
Heremvore, Can I use a custom race in your mod? Also does the general link add all the other mods as well?
Greetings and welcome to the forums! The colony rush is indeed part of the viable winning strategy. Gal Civ has always been about Wide vrs Tall play (to coin Civ terms). One of the hallmarks of the 4X games is (eXploration and eXpansion) both of which if done fast in Gal civ will give you an edge on the Ai. In
[quote]2. Having a constructor with multiple construction pods on it, when at a starbase, does not do multiple adds if manually built. You have to move it off, then back on again. Very annoying. Automatic build though will stay and apply all construction pods to Starbase. [/quote] ^^^ I can confirm this is the case. It is a bug and should be fixed. Its annoying to create a 2 or 3 module constructor and get to the destination only to have to move t
[quote]3. Gigantic Galaxy maps sometimes take up almost 16GB of RAM (my max RAM on my machine.) Is this supposed to happen? Seems like quite a LOT of data to be loaded at one time. The game chugs sometimes on larger maps and I have a 4th Gen i5, 16GB RAM and a 980x Video Card [/quote] &n
This is very nice. I will have to fire up a new game after I am done crushing all currently. If you have 50 planets and each one has an embasy on it and you are generating 50 points per turn............................. There is no way to counter it. Eventually even your most hated enemy will lov
Does the licence allow me to transfer it to a new desktop if I rebuild m computer?
Thanks very much.
So I am leary of installing software to 'fix' things on my machine. One thing i dislike in 10 is the search function. Does Start10 have a search function that lets me search all files like I could in 7? How much is Start10? Thanks!
Sounds good. However, the ability to take all specializations is a bit over powered. I would make it a trait but limit it to ONE tree only, your choice. Its not really a big deal for me. I play on gifted and by the time, I get to a tree that has two or more choices I want I will see who has what and research what they do not have. I have almost always been able to get several specializations that
Eviator, that quote is actually Frogboys, directly pulled from his post. I wrote it to show that indeed the wheel will likely go away based on his tone in that thread.
That idiot is me...... Larsenex! Can someone please post how many hexes the insane map is and the dimensions? I guess length x width..... I am over on the Civ VI forums and they don't believe a game needs a big map (like we have). So I wanted to pull out the numbers and say this is the size of maps..s
[quote who="admiralWillyWilber" reply="32" id="3640989"] So ecenomic starbases fixes the coercian problem. Didn't know that. [/quote] Yes, if you can raise your morale high enough you can ignore the coercion penalty. This is fine since you are investing time and resources into the star base modules.
Most of what I mentioned is all from Frogboy's apparent dislike of the wheel from many threads. He has mentioned in several long threads that it was not intended to stay in. This contradicts Paul a bit as stated above that it was intended. <span style="font-family: 'comic sans ms&#
Like I said, all of this is going away. No more individual planetary focusing. The 'Stand-alone' will change how we manage economy, happiness and production and it will only allow us to do so on a global scale (I hope). Just like in Gal Civ II you set your sliders how you like and your empire follows. Individual planets will not need to be micromanaged as much as empire management
Yes, that pretty much sums up how they need to work. Diplomacy is always an ongoing work. I believe we will get updates like this once we get Espionage in the game.
Yes the upper limit on number of races is like 75 or so plus minors. There are few here that play on abundant+Insane+Max ai, they can get easily into turn 300 or 400. I play on those settings but have my habitable planets on uncommon or rare.
I have had no crashes at all. Game is stable and plays far faster now. TBB51>>> Validate all your files if you have not already done so. Re install your vid card driver (DL the latest) if you have not tried this. If you are crashing still I would no trouble shoot your hardware. The first thing I think is it could be a faulty memory. DL and run Memtest. Its free and it will find any issues you may have on your memory. Thi
I found this article from Gameasutra regarding Civ VI. In it Dennis Shirk makes comments about studios... <br /
Thanks Horemvore. I changed the XML on the leech to be 1 and increased the damg reduction a bit and fired up a new game.
So will this hotpatch work in a saved game?
Thanks, I have one question. Will changes in the XML in the main file (not where we put mods) work in an existing game? For example, if I mod the shield leech to be 100% against shields and do so in the game directory file (in steam library), will it work in an existing game?
And that folks is how you crush bugs.. with Fans and Devs collating information to get it done! Nice job guys!