Yes, your way appears to work. The way I verified it is that I changed the name of "Entertainment Network" in the 1.2 mod. Then when I ran the mod, the new name showed up. Under 1.2 an Entertainment Network increases morale by 25%. That showed up when I quick bought it. Under 1.3 it increases morale by only 5%. That's a huge difference. I wish in the change report from Stardock, they gave more numbers instead of just telling us they rebalanced some
brycej
I tried it. Reinstalled 1.2. Copied the two xml files to the mod/default/data subdirectory. I put the two xml files in the appropriate subdirectory. Reinstalled 1.3. I checked use mod and default in the options area. When I started the planet had double planet improvements to be built--i.e., two basic factories, etc. So I did something wrong.
I assume you have to put it in the right subdirectory under the subdirectory mods/default/data. There are 19 subdirectories there. Can you use only some of them? Thanks...
If you keep the old file and change it to a mod, how do you start a mod game?
This probably wouldn't involve a lot of work. A lot of people are complaining about the economics and morale of 1.3. I'm not much of an expert but I suppose one or more .xml files could be changed.
Using 1.3, got to ethics, selected neutral, but no change to the number of pqs on my planets. Seemed to me that I didn't have this problem with my first 1.3 game. I know people are complaining generally about planet pqs. I have also hit a few anomalies with survey ships and and there is no message about what I found.
Do farms do anything but set a limit to population? If you are under the limit substantially, is there any benefit to building farms right away?
I have never been one to build population that high. To be blunt, I have been out there grabbing colonies eating up population with colonizers with 500k per ship. I think that that 500k gives the new planet a jump start but it makes it impossible for the planet building colonizing ships to get anywhere population-wise. With the stringent economy requirements of 1.3, I may need to rethink how I do this. What's the best strategy for building these large popu
Here's the scenario. Midway in the game I pick up a planet, and I build 3 factories. Now to get the morale up, I have a choice build a xeno entertainment center or build a stock exchange. Now the former appears to increase morale by 10% but it takes a long time to build -- often 17 turns. Stock exchanges also appear to increase morale by 10% (it doesn't say that in the galactopedia) plus it dumps a lot more money in the economy. And it can be built a l
I found 3 anomalies with 2500. It was the way I was able to stay afloat. I'm afraid I won't be so lucky next time. But you have to build survey ships to go looking fairly early.
I could stand for splitting the difference. Just got to stock exchanges. Build enough of them and you are ok. I am calling 1.3 "StockCiv."
on whether they overdid the morale/economic factors. I was hoping they would undumb the AI more, not make it harder for me. Now I spend all of my time on morale and economy. Well, it is a different game. Now I am wondering if I should go back to 1.2.
I think they overdid the morale and economic crunch. If they don't change it, could we mod the thing? When playing a game, I always had economic worries. Now it is ridiculous. The only thing that saves me are anomalies. But that is hit or miss. And I don't think the AI is helped that much.
Morale buildings don't work as well. I used to get by with one xeno center. Then build some stock exchanges to get close to 100% approval. Now it may take multiple morale buildings. Trade centers don't seem to work as well and they are more expensive. The only thing saving my butt is money found from anomalies. I guess the AI may have the same problems. I think they overdid the economic thing--perhaps to curtail the colony rush. But hey, that was the
Hmm... If I don't like 1.3, I wonder how easy it will be to roll back to 1.2. Can I do it without reinstalling the game?
For those of us still playing 1.2, what do you think will be the most noticeable changes when the official 1.3 comes out tomorrow (or whenever)?
Particularly in regard resource/production levels for the AI.
I notice in the ship directory that there are both .xml and .shipcfg files for ships. I have many more files for .shipcfg files. I may be interested in deleteing some. And I continue to wonder why some of my saved ships show up in later games and some don't. I know you have to have the techs in place before they show up.
I have had mixed success with saved ships. Some show up at the appropriate time. Some never show up. Even though I create the same type of ship over and over. Such as fast troop ships. I like to save my ships that I use a lot with "AA..." so that it shows up at the top of the ship list.
When you install Dark Avatar, will you have the option of using the old GalCiv2 rules? I am concerned about limiting the ability to colonize planets.
I would also like to see what you could do along the lines of two old favorites of mine which i still play .these two are called empire and a game called grandest fleet(QQP).these two are classic turn based stategy games There are two fairly recently versions of Empire: EDIE and EDEE They both allow larger maps and specifically designed for
Note I am still using 1.2 and not a beta If you right click the blue 'ship built' icon that drops down the side of the screen, it will launch that ship I don't think you can do that until the GNI goes away and if you have multiple ships, you may not know which is which. While GNI is up, you can't click on anything else. Also
The UI has improved but there are number of ways to reduce the clicking. These may not show up til the expansion or GC3. But we need to let the developers know they can do even better. Please add to the list or dispute mine. 1. We need to be able to create standard queues for planet production. These queues would be created and then could be chosen instead of other social items. For example, my standard planet starts with 3 factories, an ent
If one buys and installs the new expansion, will it be possible to play using the old GalcivII rules? I am worried I may not like the limitations on colonizable planets.
I grab colonies and build factories first. Try to keep taxes so that approval rate is above 75%. Eventually I get into a money crunch. I usually find enough anomalies with money til I get to the point where I am building banks and stock exchanges. Then the money rolls in. My populations never get that high since I am pumping out colony ships in the initial phases.