Thecw

Thecw

Joined Member # 4823684
9 Posts 206 Replies 3,544 Reputation

And another piece of Duck equipment. Duck Bow Increases your chance to completely miss your target. The Duck Bow gives two special shots: Shoots the target for full damage and then splits to do half damage to units diagonally behind to the left and to the right of the target (V-shaped damage area); Shoot the target with the Duck Egg Arrow, does minimal damage but the rotten smell makes the victim

13 Replies 79,396 Views

Duck Egg Breastplate. Gives no defense at all, but the nurturing yolk regenerates each combat round 1 HP per hero level. Furthermore because it is a rather cumbersome piece of equipment it lowers the wearers chance to hit. [e digicons]:D[/e]

13 Replies 79,396 Views

[quote who="BlackSmokeDMax" reply="4" id="3530893"] You are wearing your wings in a way that appears you might be flying in circles! [/quote] This is to better perform a circular strike. [e digicons]^_^[/e] I did noticed my mistake after the creation and posting of the image. [e digicons]:blush:[/e]

13 Replies 79,396 Views

Duck Helmet. When hit the helmet quacks, attacker loses next turn because he falls on the ground laughing. Duck Gauntlets. When attacking an enemy the victim is tickled which diminishes his defense. Duck Cloak. Enemy beasts perceive you as a walking meat buffet and forget the existence of any of your units ex

13 Replies 79,396 Views

There seem to be three variations of the disappearing fertile tiles. The encampment destruction version. This one is caused when you destroy an encampment and its effects are temporary. See the screenshots below; The enemy city version. I have no screenshots, but i will try to explain: Say there is a fertile tile, but the SK builds a city on top of it before you reach it with a settler. After conquering/destroying that city the tile will have lost its fertile state pe

1 Replies 3,498 Views

[quote who="erischild" reply="31" id="3528966"] I am trying to use the "spawn" command which I saw Paul using on the dev stream. It is asking for names for ship types and nothing I am trying is working. Anybody got any deeper insight into the command console? [/quote] It only works on ship designs by specifying the full ship name, which is a hassle. Better to use short ship names. Furthermore the ship name must be limited to just letters and numbers (a

63 Replies 434,867 Views

[quote who="androshalforc" reply="15" id="3525841"] allow it to be upgraded +2, +3 adjacency bonus might help in the later game [/quote] This will give problems, not because the idea is wrong but at the moment upgrading unique buildings is bugged. See [.72.2][Bug] Multiple Research Cloisters buildable</

25 Replies 25,768 Views

[quote]After this, I tried to upgrade my ship from the old: "Speedy Cargo I" to the new "Speedy Cargo I" design but I could not. I presume that it is because you are using the name as unique identifier.[/quote] JacquesGauthier, did you enable the shortshipnames in the console? Because that is the only time i have seen this problem.

7 Replies 49,574 Views

stephen3 without any specifics, about start-up settings/the actual current turn/initial generated map/usage of custom ship designs/modded files/etc..., it is very hard to make any statement about whether there is a problem with the AI level and/or compare it to the game play results of another player. What i normally do is make a save in the fir

11 Replies 4,809 Views

[quote who="androshalforc" reply="26" id="3524440"] also unless you are hard limiting the HS now you create a bit of a micro problem i now need a copy of each ship for each planet that has a different level of HS [/quote] And it is not just a micro management issue for the player. According to SD (i think it was Paul in one of the dev feeds) the effects of the Shrinker can not be limited to just one planet, because then the auto ship designer (the code that generates the var

33 Replies 154,149 Views

[quote who="tgallo" reply="20" id="3524336"] A 195 hitpoint ship with 1500 logistics points, wow! [/quote] The ship by UnleashedElf does not have 1500 logistics points, but 1500 mass points. It still has the standard 10 logistics cost. And this means once the Hyperion Logistics System bugs are fixed you can build a fleet of 6 of these mon

33 Replies 154,149 Views

[quote who="adamb1011" reply="21" id="3524344"] Rename the hyperion shrinker to hyperion shipyard. [/quote] There is already a Hyperion Shipyard. It should give extra hit point bonuses (5 HP base and 1 HP per building level) to all newly build ships. At the moment you can not build it because it is dependent on the tech "Hull Strengthening" which is disabled (in the Beta). And even if that tech is not disabled then it will not function because it use the "OnConstruct

33 Replies 154,149 Views

[quote who="Larsenex" reply="7" id="3524140"] Symosin are you sure? I really hope you are correct [/quote] It is as 5myosin says. And the Hyperion Shrinker is ridiculously powerful when combined with other military buildings. See the postings in this thread: Miniaturization - how do

10 Replies 41,473 Views

This happens when you design a ship that uses a component (like the Kinetic Accelerator) that relies on resources (Durantium, Elerium, Anti Matter) and you do not have those resources (in sufficient quantity) available at the moment of build.

2 Replies 2,026 Views

[quote who="a0152570" reply="3" id="3522311"] Hay Island Dog - do you have a special key just for posting "thanks for reporting" , [/quote] He admitted in another post that is using the Logitech Gaming Software, which supports 36 macro keys. So it quite possible that he has a key programmed for this reply. And this is a good thing, for it is better (for us) that he uses his time useful than spending it typing the same text over and over again. We don't wan

5 Replies 5,974 Views

[quote who="Larsenex" reply="4" id="3522389"] Can I open up notepad and copy and paste your format into it and drop it into the respective folder? [/quote] Yep, you should end up with two files, each in their respective folders. The ship component file should then have three Component definitions in it. And the ship component text file should have six StringTable elements in it. Of course after this you will have to start a new game, because the xml files are only lo

6 Replies 16,415 Views

7a Same as 7 except with the ProgramData\Stardock\Galactic Civilizations III directory. This is a hidden folder on most systems, but you can go there by typing "%programdata%" (without the quotes) in the windows explorer address bar.

15 Replies 26,862 Views

The Precursor Studies Center does not replace the Precursor Engineering Center, but instead is buildable in addition to the Precursor Engineering Center. This is because the UpgradesFrom for both is the XenoArcheologyInstituteModule. The UpgradesFrom for the Precursor Studies Center should be PrecursorEngineeringCenter. The fix is to replace the line: XenoArcheologyInstituteModule

1 Replies 5,164 Views

The Research Cloisters is a players wonder, this mean only one per player. However when you upgrade the Research Cloister to a Quantum Research Foundation the Reseach Cloisters become buildable on another world. And when you upgrade the Quantum Research Foundation to the Ascension Gate on the first world, then the Research Cloister on the second world can be upgraded to a Quantum Research Foundation, and a third Research Cloister can be build on again another world

2 Replies 5,811 Views

You can build a second Food distribution when you have already upgraded the first to Xeno Irrigation. This is because in various places in the ImprovementDefs.xml and the ImprovementText.xml files there is a space behind XenoIrrigation; and "XenoIrrigation" does not match "XenoIrrigation ". The fix is simple: remove the space behind XenoIrrigation in these files.

1 Replies 4,678 Views