I notice this too, it corrects it self after another ship joins the fleet. Weird bug.
Horemvore
[quote who="Larsenex" reply="32" id="3643198"] So the 'embassy' we get does not give a 1 point per turn like it used to or it does but we can only build one building? I get that we are making the diplomacy game HARDER, that is fine. My typical tech path was to rush to Embassies to plant them on a few planets to OFFSET the inevitable DOWs that come 100 turns into the game. I take it this will no longer help nor is it even a good path to follow anymore. [/quote] Diplo
[quote who="a0152570" reply="29" id="3642851"] TBH i did just blindly friend everyone. I need to check, does the diplo report on an AI tell you who their friends and enemies are? If not you just have to guess at who to friend or not. [/quote] Enemies, so people they are at war with or been at war with. Updated 1.7 Adjusted Embassy improvement chain stats: Embassy
What a mean is they apply to Both AI and Player. Tech Trading - Off = No one can trade tech. (Over rides tech brokering) Tech Brokering - Off = Can only trade Tech you researched.
[quote who="Mystikmind" reply="3" id="3643122"] I do like the idea of not having to bother with all that searching around.... it is very time consuming, so if there is not all that much advantage too anomalies for the player, i would prefer not to bother? [/quote] Its one of your biggest advantages early game.
[quote who="Wotan2a" reply="62" id="3643113"] BTW, I really like the buff you gave to the military starbases, darn things are actually viable now and useful. Wish there was a way to buff up the shipyards too since those are just specialized starbases anyway and would be heavily defended. [/quote] Can beef them up a bit, but cant add modules, I tried :). Would have to increase the Manufacturing costs though as a penalty since you can build them right off the bat. I was not su
Updated:- Alpha 0.3d Embassy Chain redesigned, classed as a player wonder, pick your planet wisely!: Embassy - +2 Diplomacy and additional 0.3 per level from influence buildings. (Potential 5.6 Diplomacy) Diplomatic District - +5 Diplomacy and Additional 0.5 per level from influence buildings. (Potential 11 Diplomacy) Diplomatic Ministry
[quote who="Wotan2a" reply="60" id="3643107"] Was at war with the Cardassians and the Breen and kind of holding my own as the Klingon but then the Borg joined in and that was it. By the way I kept getting an error when Breen where using the Polaron. [/quote] What difficulty level do you play on? [quote who="Wotan2a" reply="60" id="3643107"] "CParticleElement::ValidateParticleScript FAILED: Missing particle script BeamPolaronPhaserEmissionEffect referenced by FXE
[quote who="exelsis" reply="3" id="3643098"] No, he means don't put your custom system inside . That isn't a tag, it's a group, and you can't append inside of it. It would be like trying to append additional stats to a ship components. 90% sure this is the kind of issue you're having. [/quote] This. <
[quote who="Wotan2a" reply="57" id="3643075"] Right now the Breen have decided ! am cannon fodder so I have to fight them back. was quick too, met them and 3 turns later they DOW me. [/quote] They are no push overs either, Polaron weapons! (Same as Dominion) [quote who="Wotan2a" reply="57" id="3643075"] I am a big fan of torpedoes and missiles in this game, they tend to be OP in the base game, but I guess I will have to switch tactics to something else now
Make your own Star System group?
[quote who="Wotan2a" reply="55" id="3643054"] Terraforming seems to be overpowered, after getting the first tech i can terraform entire planets, this is similar to an older mod that was going around last year. it is fun to build these huge planets but it is very OP if the AI cannot make good use of it. It also makes some of the ideological choices that give extra tiles redundant. if the idea is to keep it this way and make the AI also use it then the ideological choices should be updated
It is set by the Continent. To better understand, read this guide .
[quote who="shevanoquam" reply="14" id="3642929"] so I ended up having one modules two times (structural integrity enhancement or something like that) [/quote] Copy the Module, give it a unique Internal name(like add _101 to the end). Give your tech a new generic name, Point Module to this tech. No Duplicate :)
The ship movement is a known issue, I think the devs listed it in hotpatch #3 as a known issue.
[quote who="a0152570" reply="27" id="3642809"] loving this so far, had a few good laughs some or your diplo states ... dreamy [/quote] I did try to add a few that would make people smile :). Dreamy been the one that brought the biggest smile to me when I was adding them. [quote who="a0152570" reply="27" id="3642809"] * amount i get paid for open borders got pretty high ~2-3x normal [/quote] I did increased Open borders treaty value. I will have a lo
That is normal, there is a file that the game changes(a cache file of some sort most like). When you do a verify steam thinks a file is corrupt. This has been confirmed by the Devs and is not a problem.
TechDefs, TechSpecilizationDefs and the TechText are what you need to change. I would not use the Generic tree, simply because there are code blocks with the name Generic, so doing a quick rename will break this and cause the game to crash, you would have to change each one the slow way if you do. Use the tree you want to use the most, Thalan from the sounds of it, do a quick replace of Thalan to Sheva in all 3 files, rename them to suit your new faction. Boot the game, see it i
I still find that even with the reduced values on the Embassy tiers and Starbase Diplomacy modules, on large maps (or maps with lots of planets) Diplomacy is still over powered. I racked my brains on how to keep compatibility with all map types and have decided to change the way the Embassy tiers work. I have made them player wonders, so they are limited to one per faction, given them a flat bonus of 4, 8 and 12. On top of this I have further reduced Starbase Diplomacy modules to 0.1,
[quote]Another question is about the AI - it seems to research always the same tech and often it doesn't make much sense (I mean, who seriously takes cheaper weapons over more powerful ones? ALL the time?) Can I change that (somehow?) [/quote] That is because of the AITechGovernors list. You can change this :) [quote]The issue is: I want to build the best ships possible in the game and thus want to have access to all military like technologies that might boost m
AI Trade value of their own ships is 5x AI Trade of your ships is 1x It is set in GalCiv3AIDefs.xml line 765 and 766:- 5 1
[quote who="zuPloed" reply="48" id="3642598"] Does anyone here know what is the difference between filler improvements and improvements in the governor.xml? I thought fillers would be added until the planet is full, but I have seen wealth worlds of class 27 with 3 empty spaces, not upgrading improvements. The AIWealthGovernor has 24 improvements+27 filler improvements in my file. [/quote] Yeah it acts weird. It quite random. I always thought the AI used it as a set list. But
[quote who="Tetrasodium" reply="11" id="3642555"] It always bugs me how the ai pretty much seems to act as a single coordinated colony organism even if they hate each other. [/quote] Only two of the default races "hate" each other, Yor and Iconian. The rest of the races are not setup to have hated factions. I tweaked the "We will Conquer the Galaxy" Modifier so it has more of an impact on the AI. I would also add hated faction or factions to the rest of the default races, b
[quote who="zuPloed" reply="43" id="3642547"] The tech governor is just representative for the others. The first 5 techs look the same for the other 3, Gaia Theory allways is at position 13, os it is developed asap. Intensive farming is jsut about timed right right before small hulls, So I put it there for all races. [/quote] I know the Tech Governor can be generalized, but, it can also be faction specific and I would rather make a Tech governor faction specific if it contai