a0152570

a0152570

Joined Last seen Member # 6037445
39 Posts 463 Replies 3,754 Reputation

[quote who="pshaw" reply="3" id="3675600"] Soon! [/quote] Never before have i found myself kicking my own A** for not being a founder [e digicons]x_x[/e] . I am checking Steam every 15 min. for the update [e digicons]:thumbsup:[/e]

5 Replies 25,905 Views

[quote who="pshaw" reply="2" id="3675389"] Please see the link below: https://forums.galciv3.com/482786/Migrating-Crusade-custom-content [/quote] Could you move this to the open forum area. It is an important topic for all of us who missed out on being a founder

5 Replies 6,692 Views

no caps , except for synthetic races. Keeping population happy is good for extra bonuses. I usually go for the malevolent Eager ideology because it gives +1 moral for every planet conquered. Eventually i am able to delete all planetary approval buildings. If you do some quick math you'll find that generally the best build out for a specialized planet is to have about the same number of farms as your improvements. e.g For a class 15 research planet i would typically do

4 Replies 24,594 Views

Can we Please have a slider for ship defense preference (like in GC2). The BestDefense component type is very limiting as it can take a LONG time to get ships to change from one type to another and it always leaves you open to any type of two pronged attach

72 Replies 473,428 Views

I know roles are 'normally' auto defined as a function of hull size, fortitude, threat, & value. But is there a way to have say a large hull custom blueprinted ship always be say an Assault role (normally limited to small) ? Do i need to make a special hull and still manage T/F/V or is there someway to just 'lock' it to what i want; like you can when using the ship editor/designer.

2 Replies 5,700 Views

[quote]My guess is you get the administrators along with the starbases. When I decommission two of the newly acquired starbases, my available administrator count goes up to 8 and the hover tip says 94/102. [/quote] Your guess is correct, also works if but a starbase off the AI and decommission it

6 Replies 24,081 Views

[quote who="erischild" reply="4" id="3667239"] I am looking at building a fleet of large hulled ships with a huge hull support ship that holds all the fleet buffs as well as its own long range weapons. That should be dangerous enough for most purposes. [/quote] That's exactly what I did and i made the huge support ship role be Guardian. This allows it to join the fight instead of just hanging back out of range most of the time. And even holdin

8 Replies 39,147 Views

Hay Capt. The AI seems to do a good job at chasing down anom's and building relic star bases ** at least in my games. I will say i have seen it leave a "few" anom's and relics alone into the late game but early-mid game i am in a race to get to them before the AI. I play with both on normal . Turn the FOW off and >soak and you can watch the AI gobble them up. OH, what difficulty level are you playing on? I never play below genius (and up).

8 Replies 29,880 Views

Ticket #UDP-223-96247 Old versions of ship in shipyard/designer list This bug is not new to v2.0 but I just recently found an easy way to reproduce it. It likely only surfaces if you create your own ship blueprint and add the new ship to FactionShipStyleSetDefs.xml & ShipClassDefs (Which I did) I made a huge hull with both tactical and beam fleet support modules and I armed it with missiles. Everything worked fine until I went back and

0 Replies 3,779 Views

You can make a new file >> my-shipblueprints, and my-shipclassdefs to house your new designs, If you want the AI to them you must edit FactionShipStyleSetDefs.xml. Oh and to get all the labels to work you nee to add My_ShipClassText in you mod text directory Sorry this is short on details, but soo tired. It is what i did to add ship designs that all AIs could use

7 Replies 10,786 Views

Sometimes when i move a ship to join an existing fleet, after it joins the fleet the position (tile) changes - back along the movement path. Have also seen where a fleets actual position vs what is displayed on map is off by 1 tile after moving

1 Replies 3,249 Views

Update after some additional testing the stability problem appears related to graphics options settings My system: GTX 970 w 3G ram; I7-6700 w 32G ram. Not super powered but no slouch either. Perform Opts= high = bad stability Perf Opts = low= good stability [at least for 10 turns] I was on custom but i do not recall exact settings. Will try turning things up slowly and see if i can find which option is the problem

8 Replies 31,372 Views

[quote who="Horemvore" reply="28" id="3642829"] That's the Grudge modifier, I still don't know what triggers that. [/quote] some day someone will figure it out i hope [quote who="Horemvore" reply="28" id="3642829"] . TBH I am happy with the way it is, it make's you think about making "friends" and not just been able to blindly friend everyone with not much penalty. It was only -1 before. Ii think its a set +2 atm for a friend declaration, I might add

84 Replies 293,132 Views

H ; loving this so far, had a few good laughs some or your diplo states ... dreamy [e digicons]:inlove:[/e] [e digicons]:rofl:[/e] Couple of observations * amount i get paid for open borders got pretty high ~2-3x normal * Still have no idea on 'u know what you did' but it must have been bad .. like a -15 * 'declared friendship with my enemy' seems high; while the benefit seems low. So much so I stopped using it * Am i gett

84 Replies 293,132 Views

Is it just me or has anyone else noticed the crash rate increase? Pre 1.8 I had little to no stability issues now after 100-150 turns i get random CTDs with no apparent common cause. I can reload last saved and get another 6-12 turns in before another CTD. Tried a new game with MODs off and no difference

8 Replies 31,372 Views

This looks fantastic, I said way back in beta we should have numbers instead of the 1-3 +/- . Will be loading at the start of my next game [e digicons]:thumbsup:[/e]

84 Replies 293,132 Views

Great work B! Are you working a compatible 1.5 version? It looks like some of your changes have been incorporated. Scotty should be looking at doing all your changes (imo)

25 Replies 101,337 Views