[quote who="Frogboy" reply="68" id="3760489"] Quoting tetleytea, reply 67 The biggest motivator behind hypergates is that it's WAY easier to code an AI. Not really. It doesn't do much for the AI one way or the other. I'll try to draw up something that helps walk through what I am thinking. The goal isn't to cr
Horemvore
[quote who="Frogboy" reply="49" id="3760358"] So we've been thinking a lot about what would be in GalCiv IV -- and what would not be in GalCiv IV. Here are, in no particular order, some thoughts: 4. Very different map layout. Think "clusters" connected together with hypergates with void space (untraversible) inbetween. Gameplay wise, imagine a series of tiny or small GC3 style maps connected together. [/quote] Shame about 4
Well, I remember fixing this for Crusade, I also thought, I had seen this get fixed in a patch, guess not.
[quote who="doubledeviant" reply="36" id="3759797"] What's the rationale for that? And is that why the built-in tools spit out files that can't be opened or altered outside of the game instead of editable XML files? [/quote] Rationale? No clue. Yes, the in game editor bins up all the xml's into compressed faction, shipset files. EDIT: I would pay right now for workshop support for GC3 if the only way SD could make that happen was via DLC. I wo
[quote who="doubledeviant" reply="33" id="3759784"] Aren't most GalCiv3 mods already exclusively posted to Steam? [/quote] There are exactly 0 mods on steam. What you get on steam are Shipsets, Civilizations and Factions that have to be made via the ingame editor. Once you mod 1 single xml file you can no longer use the workshop for publication and have to find a 3rd party to publish your mod for people to download like, Nexus or these forums.
[quote who="ForgottenSlayer" reply="18" id="3759646"] Ok I think I misunderstood your original post. Also if there were options to include disabling certain artifacts or mercenaries. Also I hope a second market could be implemented with ridiculously high prices and super low sell prices that could be used regardless of government and have endless supplies so you can’t be hard screwed by map spawn. I’m ok with the prices being like 10 or 20k for an item t
Can we please have a window pop up to let us know when a treaty of any kind expires? Can we have an option to turn off the window for the rewards from treasure hunting missions, having to click through 10-20 of these every turn.....is off putting. Options to turn off Trade Lines, Mining Lines and Shipyard Lines.
Have to hit End Turn twice before the game actually ends the turn, you hit it the first time and it moves all ships that have moves left, it then promptly tells you to end turn again. Anoying, like very. End turn should be....end turn.
Arnorian Relic Study and Precursor Observatory, the stat for increasing what you get from a relic are the wrong way around. Arnorian Relic Study grants +25% (unlocked by tech first) then Precursor Observatory grants 10% (unlocked by tech second)
This ability grants some Improvements like Xeno Anthropology Center, the influence for these improvements is 0.1 then 0.2 then 0.3 per turn. A mining ring on 1 starbase gives +1 influence, now we add all the influence up from these improvements that are colony unique (and you cant have them all on one planet due to them been upgrades of one another but hey, I like totals and it shows how bad this nerf is) and we get a total of 0.6 per turn. 1 Mining ring is better than 3 unique special improv
Does not show the Races Abilities (Ancient etc), not even when you click on the civiliztion you are actually playing, to find this information out you have to quit the game and check it out in the main menu.
It is a bug, Precursor Worlds Raw Production bonuses were changed to: 1, 3, 5. Looks like they missed one hense you go 5-3-5.
Grants 5 population, when the cap for population is either planet class or the Colony Capital (3 pop), if the planet class is larger. Please fix it so that it grants the correct amount of population on a planet it spawns. For example:- Mysterious Outpost Event - Grants a Class 1 Planet if you chose the Benevolant option, it comes with a population of 5 and a cap of 1. 5 Population does not even fit with the text of the event.
Military Alliance grants 25% Ship Construction...
They always keep 1 that they will never ever trade. Atleast thats what the code says.
You cant use a name you made up. You have to use one of the unused Buffer entries, like Buffer8. Do what I said in my first post. Read the files mentioned.
Price is equal to Quantity available, there are 2 available to buy on the market (1 at 850 and 1 at 1000) so someone somewhere has access to this resource. You need to find who has this on a planet and conqure, culture flip, buy said planet. (The AI has probably not tech this up to have a surplus). If there was not any on the map, it would not be in the market.
99% of the time it just means "Manufacturing", there are odd cases where the game says Productivity and actually gives a small boost to Raw Production, you would need Crusade or Lost Treasures DLC's to see this. Boils down to a bit of inconsistacy in the text tbh.
I would always go with more VRam tbh, if it is not used by GC3 you will use it for other games/applications.
Your using something (SpiderRecall) that is not defined within the xml's scheme. UnitTypes are hardcoded. You need to use one of the Buffers located in the UnitGlobalTypes.xsd, its located in the Data\Scheme\Enums folder.
The special thanks should go to the modding community, not just myself. Spacing changes came from Old-Spider for example. Many of the other changes carryed over were also from discussions by the community that I felt were sound ideas.
Yas, or they require a tech in the same branch and Planetary Invasion is on route. Slim to Zero chance the AI will research it. Some AI start with this tech though, and it is tradeable.
Make a copy of MasterTechDefs and place it in ....Documents\My Games\GC3 Crusade\Mods\Example Mod\Game, Open MasterTechDefs in a text editor, search for PlanetaryInvasion, set the Weights, yes all of them, to 0, save the file. Now the AI should (Unless there is back round hardcode) ignore this tech untill it has no options but to take it or you sell it to them. (Requires a new game)
Great posts, shame the only thing that devs seem to take from this disscussion is to fix one broken Lost Treasures improvement (That has been reported along with alot of others with similar issues many many times before) :(