[quote who="zuPloed" reply="93" id="3644205"] Uhm, just installed the Improved AI. You seem to use my tech governors and planet governors (slightly changed so the AI rushes consulates at the start?) but not my improvements. This essentially cripples Thalan among other things, because hives are not labeled manufacturinghubs anymore. Presumably it also breaks Krynn, since their special buildings are not labeled approval instead of influence anymore. [/quote] Oops.</
Horemvore
[quote who="zuPloed" reply="77" id="3644198"] The promo is of course entirely altruistic [e digicons]:P[/e] (not, since it also has my tech and planetary governors) Besides the picture I got is a former gc2 vet who had to adapt to building factories and now creams genuis drengin. It is time [e digicons]:P[/e] [/quote] Fair Cop!
[quote who="marigoldran" reply="3" id="3644104"] Civilization series games don't use many % modifiers for precisely this reason. The highest %modifiers you can get in Civ games is maybe 100% (where you're doubling your base production) and that's only at the end of the tech tree. In Gal Civ you can get these % modifiers at the very beginning. [/quote] You can not compare the bonus of these two games like that. GC3 is Additive %, CiV is not which is why CiV limit
[quote who="zuPloed" reply="75" id="3644190"] Quoting Mystikmind, reply 73 I did harrass them a few times with fast survey ships and kill their asteroid mines and any constructors i came accross. They have some powerful fleets but the speed is only 3, is that why they wont attack? This is the point where
NINJA'D!!! By Him ^^^^ CanColonizeDeadWorld Ship Flat 16</Valu
[quote who="zuPloed" reply="3" id="3644141"] 6 pfft.... try 14. You have two range extensions to play with. I think the ideal starbase strategy involves 5 starbases before the first range extension, 9 with the first and 14 with the second. But I kind of agree with you, placing all these for all your planets is tiring. Though 1 starbase per planet would feel to little for me I think. [/quote] Depends, if you balanced it out by increasing the modules bonus's(Say
[quote who="bertranhalfwaite" reply="4" id="3644122"] I always play missiles so I don't know but is it the same for all the follow on weapons techs? [/quote] No. Mass Drivers Chain seems to be correct. Missiles and Beams are out of whack.
Updated to Alpha 0.3e :- Adjusted Embassy Chain stats:- Embassy - +2 Diplomacy and additional 0.1 per level from influence buildings. (Potential 3.3 Diplomacy) Diplomatic District - +4 Diplomacy and Additional 0.3 per level from influence buildings. (Potential 7.8 Diplomacy) Diplomatic Ministry - +6 Diplomacy and additional 0.5 per level from influence buildings. (Potential 12.5 Diplomacy
One word, Governors.
The cost of this is 736 where as the the previous tech that grants a weapon, Plasma Projection costs 808. Also the equal weapon Tier for Mass Driver weapons, Quantum Drivers costs 1700. I am going to take a guess and say Energy Phasing should be 1736. This applies to all tech trees.
The cost of this is wrong, 128 cost. Where as Photon Torpedoes Tech cost's is 2465. (All tech trees) Example: YorPhotonTorpedos PhotonTorpedos <Displ
Not via modding.
[quote who="Wotan2a" reply="91" id="3644034"] On another note, I noticed that the Klingons cannot use Antimatter for anything, they have no access to weapons that use it and the antimatter reactor improvement is not available. Right now all I can do with it is trade it. Was that done on purpose? [/quote] Nope, I shall look into it. [quote who="Wotan2a" reply="91" id="3644034"] Speaking of resources, having the mining improvement available for all types of starba
[quote who="bratrstvoNODKane" reply="90" id="3644011"] Error when I tried start game: C:\Users\----------\Documents\My Games\GalCiv3\Mods\Improved AI\Game\AIStrategyDefs.xml(1187,17): error: element 'PreferToRush' is not allowed for content model '(ShipClass,BuildFirst?,MaintenanceCreditPerTurnMultipleBuffer?,PreferToRush?,MinCount?,Weight)' C:\Users\----------\Documents\My Games\GalCiv3\Mods\Improved AI\Game\AIStrategyDefs.xml(1201,17): error: <br /
[quote who="Larsenex" reply="89" id="3644008"] ^^ This is the 'Ancient' trait and yes on abundant and a player who knows how to 'exploit' it will become OP. I have it and I love it. It gives you 10% research (cumulative) per relic mined. I would suggest going into our settings and putting relics on rare or modding the ini before you go out and nerf a trait that is rather fun to play with. I play with it for that reason so I can keep a tech edge on Ai who get rather high b
[quote who="Wotan2a" reply="87" id="3643998"] 1. As I said above the new diplomacy model is still a bit overpowered however by this time some of the opponents, Tholians and Dominion have started to turn against me due to my Pragmatic turn in ideology. Now distraught and resentful due to the -14 modifier in ideology choice. Maybe strengthening that would help? make the Malevolent races really hate anyone else? [/quote] Already on it, this is what I have changed so far, after
[quote who="Larsenex" reply="3" id="3643949"] I am seeing this as well. My current game is using the Galactic Star Trek Mod. Not sure if there is anything in there to cause it. [/quote] No :p I was introduced with 1.8 :)
Um Um Um Whats this? :)
[e digicons]:thumbsup:[/e]
[quote who="Larsenex" reply="43" id="3643823"] Well the buildings you build from the thalan tech tree xeno anthropology gave influence and diplomo per turn...did you remove the dilpomo per turn? [/quote] Nope. [quote who="Larsenex" reply="44" id="3643835"] Horemvore...i just remembered...Did you do something to the UPN voting? When it came time to viote on chairman I was not even represented. .. [/quote] Nope.
I have not touched the Tech trees Diplomacy boosters, yet.
[quote who="admiralWillyWilber" reply="31" id="3643802"] Niçe to see that your avatar finally worked. Now your not the faceless man. [/quote] Now hes the man in the Lycra pants :)
You just add it at the end of the Military Starbase entry in AIStarbaseGovernorDefs.xml:- YourModuleNameHere Like so:- &l
[quote who="TheHordesman" reply="38" id="3643769"] For patch compatibility and for those using other mods, I would make any changes outside of the diplomacy screens optional. [/quote] I make sure my mods are updated prior to official patch launches. (Beta Opt-Ins) No way to make the changes that are outside of the diplo screen optional, they are an integral part of the mod.
See here if you want to address this issue.