laws2150

laws2150

Joined Member # 6762748
0 Posts 33 Replies 8,980 Reputation

[quote who="Cablenexus" reply="5" id="3718046"] It's my choice to buy your "product" or your piece of art and use it as intended. I bought GC III on release day and all DLC as well. [/quote] I understand why SD locked out larger map sizes, but this part of your argument is disturbing. You bought a game, got hooked into a game and then one day find the developer locked you out of a significant part of that game. Not many software products could get away with arbitrarily limit

53 Replies 298,915 Views

[quote who="admiralWillyWilber" reply="5" id="3716741"] What are you talking about the post is right above this on the recent posts. [/quote] I think its only pinned on the Support subforum, not on the main site's Recently Active Posts (screen cap) . Probably should be on the main site too. Or is the forum acting weird again?

9 Replies 10,096 Views

[quote]I always played on large and even gigantic maps and with 6 GB memory and a Nvidia GTX 960 this was perfect to do with low settings. [/quote] You can try this hack, its pretty easy. Open your Prefs.ini file. I use Crusade, so mine is in My Games -> GC3Crusade. Find the entry called GalaxySize= and enter your preferred size. For example, if I want an Immense galaxy, use GalaxySize=Immense (be sure and spell the size

25 Replies 181,196 Views

[quote who="Horemvore" reply="1" id="3715406"] Consulate is now a standalone 1 per colony improvement. Cultural Center has its own upgrade path. [/quote] There's no cap on the number of Consulates per planet.

4 Replies 15,698 Views

[quote who="mortili" reply="10" id="3715024"] Ship-Component-Maintance doesnt work, because its set to OneTime instead of Flat [/quote] This fix has had a huge effect on my economics, as large fleets now cost quite a bit to maintain. Same for AI. A real game changer, good catch. While not a simple XML edit, any chance we can get the AI to use counter-spies to nullify a player's spies when used to disable improvements? (Or if that's not possible, can we change

91 Replies 424,237 Views

Crusade/Intrigue 3.02: On higher difficulty levels, (Gifted, Genius, etc.) the AI is supposed to get one-time, additional resources to start, according to GalCiv3AIDefs. They aren't showing up anymore. I used the localplayer console command to check. Broken or am I missing something?

0 Replies 5,529 Views

[quote who="Saint Mina" reply="1108" id="3713553"] No Problems, I would like to help advertise by linking this thread with a link and say that the ship set was just the beginning of your awesome work. [/quote] There are 6116 downloads of Gauntlet's Race Mod without your advertisement nor publishing GRM on Steam Workshop. I don't think Gauntlet needs your help. GRM is the pinnacle mod for GCIII, please don't piss off the author. Why don't you just design your ow

1,416 Replies 4,506,031 Views

[quote who="Avatar137" reply="5" id="3712816"] Never looked at the wiki before, thanks for the link. Though they do need to update it for Intrigue, they list Durantium as the most galactic resource... [/quote] There's quite a bit of Intrigue content already, like Governments, Commonwealth and Crises. But you're right, not everything. Up-to-date Wikis are really important to game play, especially for anyone new to the game. Adding all of those details about the

10 Replies 47,854 Views

I never knew there was an updated GC3 Wiki. That's an awesome addition, thanks! (You should update "The Wiki" link on the Helpful Links page, I think that's the old one.)

10 Replies 47,854 Views

I noticed some bug topics have a SD response and some don't. I'm reposting this in a new thread so maybe it can get fixed. (Or its possible I'm wrong and its working as intended.) Using Crusade: Building the Extravaganza (TouristHaven) will disable the Port of Call improvement on all planet build lists. This is because of this code in ImprovementDefs.xml, under PortofCall: <Impro

0 Replies 5,615 Views

Looking through the latest ImprovementDefs.xml, there are quite a few improvements that simply can't show up. I don't think the code editor understood how some commands, such as IsPlayerWonder, IsColonyUnique, UpgradesFrom, Unavailable or Preclusions, all function together. They're fairly obvious mistakes. They're mostly Tourism, Cultural and Financial upgrade buildings. Some of them were working fine before, but stopped functioning with 3.0 and 3.01 Preview. Hopefully

12 Replies 60,040 Views

About 250 turns into a game (I rarely last that long), 2 carbon-based enemies left. My tactic was to build spies and shut down their shipbuilding. Surprisingly, the AI never countered with any spies. I looked with console, they both had researched Espionage, but after 50 turns, they offered no response. I thought the AI was developed enough to at least counter my spies. Is this a fluke? Have people seen the AI use Espionage?

2 Replies 9,565 Views

[quote who="Nilfiry" reply="1" id="3712071"] Pff, who upgrades ships? I just decom and build new ones. Upgrading can be too costly, and I can pump out new ships just as fast as upgrading. [/quote] Unless you're on the other side of a large+ galaxy and at war. I can upgrade ships in 1 or 2 turns. It could take 5-6 turns for a new ship to reach the same destination.

7 Replies 14,409 Views

There's a multiple resource penalty for upgrading ships: For example, you design and build a ship that requires 2 Thulium and 2 Promethion for its weapons. For the next iteration, you only change the engines and life support, but when you upgrade your existing ship, you have to re-pay the 2 Thulium and 2 Promethion again. That's 4 total Thulium and Promethion for the same weapon. With resources typically so hard to find, upgrading ships hardly seems worth it. The upgrade mecha

7 Replies 14,409 Views

[quote who="wasmguy" reply="4" id="3712020"] Happens with both culture and tourism buildings. Once you research and build the high level buildings, inferior/lower level buildings no longer appear in the construction list. [/quote] Happened to me with the Finance buildings. Building the Financial Sector removed the Colonial Bank from the build list. If you build the Colonial Bank first, Financial Sector is still okay to build. (The "preclusions" aren't correct in the

12 Replies 60,040 Views

[quote who="Gauntlet03" reply="17" id="3711322"] While I suspect the answer to having any tactical battles will be a "no X infinity", a review of the combat mechanics, the roles, and such, is desperately needed! [/quote] Even adding a "Retreat" button would be good. Saving a percentage of the faster ships seems plausible in space combat. Or pre-combat, add a 3rd option Quick Battle, View Battle or Run Away (with consequences of course).

25 Replies 172,440 Views

After you've built all of your improvements that need Food, is there any reason to keep all of the farms? Can you re-purpose those tiles?

8 Replies 52,614 Views

It's a bug. I posted it here prior to 3.0 release, but it didn't get noticed. I'm sure it will get fixed. Also, still a possible bug with Novel Harvesting Tech in Improvements.xml and MasterTechDefs.xml. At least its still showing up in debug.err (not sure if it affects gameplay).

5 Replies 97,392 Views

[quote who="AdamMG" reply="9" id="3710119"] I would not go so far as to say they "scout" with them, they have sensor range 2 (default) but they always go for long-range planets (which they should not know about), and revealing the FOW along their paths. [/quote] As of 2.71, from the official notes: AI will now use its colony ships, freighters and constructors to scout FOW areas rather than wait for scouts and other ships to uncove

25 Replies 131,908 Views

[quote who="Mac2411" reply="5" id="3709940"] Quoting laws2150, reply 4 Market Centers don't upgrade to shopping centers in the latest version (at least not with the tech with which they're grouped anyway). As for the final release, I believe it is on April 11th. [/quote] But there is this line in Improvements.xml -&gt

20 Replies 70,863 Views

[quote who="Mac2411" reply="3" id="3709803"] I started a new 3.0 game and now market centers can be built on more than one tile per planet as before. I don't know if shopping centers are back yet because I've not researched that tech. [/quote] Hovering over the Shopping Center in the tech tree, a Shopping Center is a downgrade from the Market Center. It has a lower percentage for colony income. Also, the Market Center gives +1 for Approval adjacency and no Wealth adjac

20 Replies 70,863 Views

After loading the opt-in 3.0 Preview, I got this error in debug.err: Message: ERROR: Tech Tree Audit: Tech Tree Fracture detected. This tech has no valid prerequisite, and is unreachable.[BR]Tech Name: MasterNovelHarvestingTech[BR]Tree: Master_Tree In Crusade, Master_Tech_Defs.xml starting with line 2648: true </Techs

2 Replies 7,445 Views

[quote who="dlapine1" reply="5" id="3707039"] I have a link to the wiki with more detail... [/quote] I think this is the Wiki link . It's a very good explanation of ship classes. As dlapine1 said, the ship roles make a big difference in combat.

8 Replies 79,492 Views

[quote who="PalaceGuardian" reply="5" id="3706118"] Yup it adds a +3 to that for a total of 6 [/quote] Not quite sure what you're referring to, but if you (or even better, Stardock) removes this line from Improvements.xml: PlanetaryDefenseSystem You get a building, called Orbital Defense Platform, that adds 50% planetary defense and +3 adjacency bonus for ship building. There's no additional fighter cap added. Th

6 Replies 33,974 Views

[quote who="PalaceGuardian" reply="3" id="3705968"] That may be the one that isn't a tile building improvement. It automatically adds I think three interceptor or guardian drones to each planet when attacked. They also get replaced when destroyed. [/quote] The +3 fighter cap is the Orbital Defense Platform, this is Planetary Defense Dome which is researched after that.

6 Replies 33,974 Views