[quote who="Bren0Bone" reply="3" id="3627989"] Re Gauntlet: *resale* every design?? What do you mean please? [/quote] G is so smart he sometimes talks in code and doesn't even know it [e digicons]XD[/e]
a0152570
Thanks zingo and seilore. If i leave everything in AUTO it looks like it works like seilore's example. Sure hope they add a global constructor select button. Rather than take yard sponsors off of auto to exclude my dedicated mill yards, i just sut them down when i do my mass base scrolling and constructor summoning. The still occasionally taps my mill yards when a base auto requests another constructor but it typically keeps it to a minimum. &nb
[quote who="zingo77" reply="2" id="3627886"] From stream Paul mentioned- the auto system will choose the best shipyard for a given starbase that can deliver the constructor in the most less time possible. [/quote] So it would seem you should add all ship yards as sponsors to all bases (except ones you may reserve for military building) so the "best" will always be selected
iirc, Paul was asked this he he was favorable but non committal as to when
Ok, just call be slow. With multiple sponsors does it draw from the yard that can deliver a constructor the fastest? Is it taking into account both build and travel time, irrespective of distance? SayI have a base with 3 yard sponsors and I order 5 constructors designed@ 5 speed cost 100 (all #’s just for example) Yard Dist Mfg/turn 1  
Great write up zingo an A big thank you to pshaw for the detailed response Love this forum [e digicons]:thumbsup:[/e]
Also Several merc ships still appear to be assigned wrong role (or at least a poor choice). Escorts are sacrificial units in a fleet as they are mostly targeted first and attacked until destroyed. E.g. your expansive merc carrier getting blown away on its first battle is a real downer. It should have a support role (like normal carriers) vs. escort. The Zindellit =survey ship: escort; should be support The Praxis= Ideology points: escort;
leveling does nothing, should there be something under Level Effect Trigers ? This may be work WAD but you would think it should get something per level
Thanks, this fixed me also
All planetary trade resources say One Per Player, yet they stack (which i like).
The modules are suppose impose a movement penalty (increased tile move cost) on the Enemy. The current negative value decreases the movement cost GravityFieldGeneratorModule MoveCost Tile <TargetRelati
Great stream Sd, and 1.7 looks really good
awesome & Patch notes please
[quote who="Larsenex" reply="29" id="3627389"] I would like to see the post from Frog stating that the ai plays on the same field regarding FOW. I am sure they have no FOW on Gifted and above. [/quote] Agree on both points. FrogBoy? Also a note of the FOW console command: ** not 100% sure it still works this way, but it used to: If you use it, the AI sees everything also. If you wanted to use it to check out the
[quote who="neilkaz" reply="11" id="3626903"] I must agree that diplomacy in GC3 needs major upgrades when compared to what it was in GC2. [/quote] Agree, and i think we will see it but sadly probably not until the next major expansion next year. I'll bet (hope) we see minor improvements with continuing patches
Windows 10 introduced several memory management improvements (e.g a compression store process iirc), so you could be seeing some benefit from the Os itself.
pshaw: will the AI ever get to attack more than once per turn with a given fleet?
[quote who="krbjms" reply="368" id="3627117"] I tried to edit the file, but only have Open Office to work with and when I save my edits, I get something weird. Guess I'll just have to wait for you to get it done. Oh well. [/quote] Download notepad++ https://notepad-plus-plus.org/download/v6.9.html its free, its great for xml editing, and its what most of us use
[quote who="alphaprior" reply="16" id="3627102"] Also it would be very helpful for some mods to be independent from game's files. [/quote] better stated > would be very helpful for ALL mods to be independent from game's files I am far from an xml/mod expert so gran of salt here. A while back someone posted about an xml protocol standard that would have made this easy but SD was not using it. I think they had a good reason but not smart enough
With all the great mods out there + my own, its getting harder to avoid "conflicts" like this. Wish there was a better way but what i do on every new release is use WinMerge (great tool btw) to check all the new xml's against the mod directory.
I also have trouble with the CAPTCHA system. Typically it takes me 2 or 3 tries but it does eventually work
Strange, what are your game settings, I usually play uncommon or common but just did a rare and i still had durantium on my maps. Do you have MODs ?, just for kicks try turning mods off
[quote who="Ericridge" reply="3" id="3626930"] Lost the Praxis after he ate an volley of missiles. I'd miss that mercenary, he gave me 50 malevolent points. [/quote] If it was a support it would have been the last to go down. Would have lasted longer even as a guardian
[quote who="takanis1" reply="9" id="3626920"] BEYOND MORTALITY and the benefits (The Bane etc.) don't show up on my ship creation screens any ideas, help? Thanks [/quote] You have to research ALL 3 assention techs for them to become available, beyond mortality is only one. This actually makes little sense (imo), as once you have researched all three you are only a turn away for winning by construction the assention gate
[quote who="ManiiNames" reply="1" id="3626908"] Sounds like fodder for a good mod! [/quote] Yup, I have already made the changes and tweaked some of the preks. Don't remember my exact #'s but an example is a merc that costs 1000 and only boosts income by 10/turn. Thats 100 turn payback! Not balanced imo Disclamer. I do really like the merc concept, just thing it needs some tweeking