Modified Planet Features to offer a build option instead of giving any adjacency bonuses. For example, Ancient Ruins will give +3 to Research or +3 to Wealth depending on what type of improvement is built on it. Unzip and put in ...My Games\GC3Crusade\Mods\AnyModName\Game (This is not my idea, I think I saw it somewhere else. Apologies to the original author, I'll add credit if anyone knows.)
laws2150
It seems that Horemvore has left the U.P. You can search the forum and figure out why, it does no good to rehash it here. Horemvore's mods were excellent. They improved the game and added depth and diversity. He's a respected contributor to this forum and certainly put a lot of time into GC3. Maybe if we post some support here, he'll reconsider and put his mods back up.
[quote who="zuPloed" reply="10" id="3695912"] Add a preclusion for the civ capital [/quote] That works perfectly, thanks! Updated link above.
A quick workaround: For the Colony Capital (not the Civilization Capital), just remove and from ImprovementDefs.xml. When you colonize a planet, destroy the capital and rebuild it in a new spot. Edit: Here's the modified ImprovementDefs file, unzip and put it in: ...My Games\GC3Crusade\Mods\AnyModName\Game
[quote who="lyssailcor" reply="23" id="3695117"] ... I brought the AI to building also advanced farms by turn 275 ... [/quote] Turn 275 sounds perfect for farm improvements for a Gifted AI. I updated the file to v02. Thanks! What controls cities? Do we need separate tweaks for Yor or are they included?
[quote who="TheFunMachine" reply="15" id="3695071"] Am I correct in thinking those text entries pertaining to food and population act as weights for the AI govs? Does that translate to the AI prioritizing cities as well, assuming that they dedicate more space to building up food production? [/quote] So far, yes. There's a file at the top of this thread for testing. Let us know your results. We should test it using a variety of map sizes, opponents and game optio
[quote who="lyssailcor" reply="17" id="3695074"] One problem remains though: the AI builds quite a lot of simple farms now, but even 250 turns into the game no advanced ones. Is that different for one of you? [/quote] Since the GovernorDefs file uses PlacementTypes.xsd for the , would adding FoodUnique create advanced farms? Or adding more FoodHubs? Or can we add a new instance to the schema for advanced farms? I know altering the schema files
[quote who="Franky999" reply="11" id="3695044"] I have resolved the problem. Check my reply #2. The solution is in modding the file GovernorDefs.xml Add the following Food Food Population near the top of each list. I have added another Population near the bottom, and another two in the fi
Adding the PlanetaryImprovement tech, which enables farms and cities, at the outset of a game has no effect on whether the AI builds farms and cities. Gigantic map, normal difficulty, 8 opponents, 102 turns = no farms on any AI planets. Only Slyne (synthetic) built cities. I gifted PlanetaryImprovement to all players using AbilityDefs.xml (no other mods used). Saved game is <a href="http://bsomeone.com/Test_04.GC3Crusade.zip" target="_blank" rel="noopener noreferre
[quote who="Franky999" reply="7" id="3694859"] But how to add this to AI players only ? [/quote] You'd have to manually remove from the race ability you're playing. Or your race has a gift. But since its now researched from the start, you'll be able to quickly tell if the AI is taking advantage of it and building farms -> cities -> population.
[quote who="lyssailcor" reply="1" id="3694837"] Look into GovernorDefs.xml. There the AI build lists are defined. Putting more farms in those lists may help, but I didn't test that yet. [/quote] Does the GovernorDefs.xml apply to the Enemy AI, as well as the player's governors? Is that list sequential, so "Food" would need to preface "Population?" Franky999 - To further test your idea, is an option just to gift Planetar
Improved Farms & Cities Mod Farms & Cities v02 beta Unzip and put in ...My Games\GC3Crusade\Mods\AnyModName\Game . Post any bugs or comments in this thread CREDITS: Franky999 plus R&D from lyssailcor & zuPloed
[quote who="Frogboy" reply="58" id="3694565"] When we're arguing over how often space farms should be built by the AI, we're in diminishing returns territory. [/quote] Several people reported seeing no farms being built by the Enemy AI, 100+ turns into the game. No farms mean no cities, which means no population growth. That's hardly "arguing over how often," it's a legitimate concern. Why be so pet
[quote who="Frogboy" reply="9" id="3694060"] AI definitely builds farms. No changes were made in that area. In my long game over the weekend, the AI built lots of them. [/quote] Does this refer to the Player's Governor AI or the Enemy AI?
I think the randomness of resources makes the game interesting. Too much of the game is predictable already. The fact that Monsantium can be feast or famine forces different strategies. IMO, I'd like to see more resource imbalance.
Great work, thanks! Your chart is very helpful. While I like the resource distribution imbalance, it's good to know what's valuable.
[quote who="lycan371" reply="2" id="3691812"] I've just reloaded and apparently not though that may be because you need to start a new game to do so. [/quote] In my link, rrfarmer2000 (Stardock) said it was fixed internally and would be included in today's update. The update is not posted yet. And yes, new game required anytime there is a
I think that's fixed, update today: https://forums.galciv3.com/485355/couple-of-bugs-26
The Aurelian Republic civ was removed from the Steam Workshop. GC3 link here . I had also used the ship style from that custom civ, so I get the "Unknown Ship Style" error message about 50 times. To prevent this, is there a workaround when the authors take down their files? Anyway to store Workshop files locally without the hook to Steam?
[quote who="lyssailcor" reply="144" id="3691725"] Why not using a simpler system?.... [/quote] lyssailcor - your post is brilliant. In terms of Crusade planet mechanics, very simple, elegant solutions. It's also possible to offer optional tile bonuses. For example, a tile could offer +2 Research OR +2 Influence, depending on what building was built on it. This could make planet production (or specialization) more efficient. Adjacency would stay the same. <p
[quote who="Frogboy" reply="84" id="3691498"] It sounds like the consensus is that we should stop making changes to the economy. Therefore, after 2.6, there will be no further major balance updates to the base game. All new work with go into the next expansion. If someone has a specific suggestion on how to properly balance the dichotomy between cities and factories this is your chance to do so. [/quote] I like it. This game needs some stability i
In my game, editing StarboxDefs.xml and/or editing GFX show up in game. Are you using the one in ...DLC/EXP2_Crusade/Game ? It needs to go in ...My Games/GC3Crusade/Mods Assuming you get it to show up, an alternative to deleting it is to use one with more contrast. Go to line 82-84 in StarboxDefs.xml, (that's the textures for the default starbox). Change all 3 to "invasion03.dds" It's a blue nebula that is much more
The GC3 Wiki page on ship roles was last edited in 2015, a lot has changed since then. In battle, a carrier needs to be close enough to allow its slow fighters to get to the enemy quickly. And not run out of fuel. Of course, that has nothing to do with GC3 game mechanics. But you could be right, maybe its a typo. See if its addressed in the 2.6 final.
Not sure this is a bug. The Support role is at the same distance as the Starbase. A Carrier is considered a Support ship, so it has to be close enough to deploy the fighters. In front of them are Interceptors, Assault and Escorts. Capital ships are behind the Starbase/Support roles. Defenders probably should be back there defending. Battle Behavior and ship roles have always been wonky. Go4Celerity made an excellent mod for that he
This mod adds another dimension to Crusade. The original Ideology seemed too formulaic, especially after multiple restarts. This mods makes Ideology unpredictable. I like how you set it up to pay early in the tree, like -5% morale, only to get it back later on. Now you actually have to read the description text to form a decision, instead of just blindly clicking the bonus. Is the AI affected by the non-linear ideology bonuses? I assume it just makes faction-dep