Horemvore
[quote]If not (because they are personality fixed) where can I get my hands on the Flavor text for the base and DLC species so that I can use them as a template instead of thinking of 18 (in my case, the number of species I have created) different responses to the different scenarios in the Flavor Text editor. [/quote] In the installation folder (....steamapps\common\Galactic Civilizations III\CustomDataTemplates) you will find templates for all the flavor text available to edit,
You need to link said improvement to either: A) An Ability, Trait or Race Type B) A custom Tech Tree (Yes still doable, the old system is still in place) Mod guides, tools and the likes are lacking, officaly and unofficaly. If you know how to mod and read xml and xsd files it will not be difficult to trail and error edits/additions. If not your in for a rocky road. Most modders (that are left) on these forums are quite happy to answer/help if you run in to issues
[quote quoting="post"] What was the new update about that I received? I can never find this information in the change log. [/quote] These types of updates are Steam updating thier API's.
Steam for the next week (on sale -75%), you can get the base game, Crusade Expansion (a must) and Mega Events DLC for a massive £5.94 or around $7.50. MP is available, I am not sure on the reliability/features currently available to MP.
[Don't go insulting forum users.] - Schism Navigator
Updated for the 3.7+ Patch. (Optin included) Version 1.26 Crusade Updated for the 3.7 patch. UCP_Retribution.rar included. Fixed some wonkey values with Beam and Missile weapons. Fixed Military Acadamy not granting a free garrision. Fixed some support ships turning out as escorts. Re
[quote who="Franton" reply="20" id="3753757"] It was my impressions that the admins needed for the starting ships are not deducted from the starting cap. [/quote] That is correct.
[quote]Can anyone help me please? [/quote] You broke something, all I can say with the info you provided tbh. [quote]Seriously, you can move billions of people between stars, but you can't relocate a building or a city on a planet? [/quote] Valid gameplay reasons. (Exploits etc) Edit: May in fact be an issue of editing the wrong file. You should be grabing the xml's from ....DLC\EXP_2 Crusade if the xml you are looking for is not found here th
I posted about this "dead space" quite a few months (double figures) back. The responses I got in the discord were either blaming hardware on my end or gettign shot down because they never experienced it, sad tbh. GL getting it fixed!
I was referring to free constructors upon game start...
[quote who="admiralWillyWilber" reply="5" id="3752501"] The reasoning Brad gave for you to require building a shipyard if you wanted one was to give different ways you could start your game. [/quote] What a load of BS. How many of you never ever rush build a shipyard(or build one with a constructor, if you start with them) at the start of the game? Its like chopping off one leg for the hell of it.
[quote who="thammondwis" reply="34" id="3752337"] After culture flipping a planet, is there any way to get the opponents ships to leave the planet hex without going to war? I have flipped 2 planets now and both cases the opponent's ships that were in defending the planet still remain in the same hex as the planet. If I try to move my own ships onto the planet, I get a message if I want to go to war. I tired the diplomacy option requesting my opponent leave my contr
XenoAdaptationTech is in MasterTechDefs.xml - Line 1978. ColonyCapitalUpgrade is in ImprovementDefs.xml - Line 211. ColonyCapitalUpgrade2 is in ImprovementDefs.xml - Line 321. These files are located at - .......steamapps\common\Galactic Civilizations III\DLC\EXP2_Crusade\Game.
Dropbox OneDrive Etc Etc
Grade A's also usually level up other Grade A's so you can, if the planet has enough tiles, have 2 hubs overlapping making a super hub :)
It is an example, made up numbers. Effect + Level Effect = Total. Level Effect = Adjacency. Level effect is a stackable effect, more adjacency = more level = More level effect. No Adjacency = No Level effect. Adjacency comes from Improvements, Trade Resources or planet tile Features and the occasional event. Edit The system is basicly a Hub system. You have one Grade A Improvement (Flat Value) surrounded by Grade B improve
@Charlando [e digicons]:cylon:[/e] Inefficient Planet layout detected. Assimilation in progress, resistance is futile. [e digicons]}:)[/e]
Example: Factory Effect = 2.5% All Construction Level Effect = 1% All Construction Adjacency = +1 All Construction (Applied to Level Effect of adjacent improvement type, All Construction, +1 level) So a Factory next to a Factory would give a total of 3.5% to both factories for a total of +7%.
[quote who="rap33042" reply="11" id="3750467"] One feature that Civ games offer that I miss in this game is the rubberband pathfinding mechanism. You hold down the right mouse button after selecting a unit and move it anywhere on the map. [/quote] Press and hold CTRL? [quote who="rap33042" reply="13" id="3751280"] I don't remember when this changed but there was a time when a shown path on the map is what the ship would actually follow. If an obstacle appeared,
Turns = Number of turns to wait before said event will have a chance of been triggered. (Local - meaning said player) Weight = Chance to Spawn (0 - 100) It is divided between all relevent events in this case, so if all events (which i think they are) are set to weight 25, then they will all have an equal chance of been triggered. Lowering it will reduce the chance an event will trigger. 0 will disable said event. 100 Will make this even always fire. ValueParam 0.25 = C
WTF? You read a post, good for you. So now we all have to magicly imagine what is in this post, to undertand what your gripe is? Hmm.
This is intentional, and I agree such improvements should have a warning in the tooltip of said improvement.
This is a remenant left over from previous balancing and rebalancing and trying to change this or that mechanic and reverting back etc etc. You will see a few such instances. (Weapons and thier damages/use of resources is another example of a failed rebalance)