Really? We thought you love a thread filled with, "my cup holder keeps popping out when I press CD." But seriously, all of 2.5 is an IMMENSE improvement. The AI is challenging and much smarter. Almost all facets of AI management seem much better. I think this release gets Crusade back on track to be the pinnacle 4X game. Great job! (I'd write more but I'd rather get back to playing.)
laws2150
I agree, negative choices, or even nothing choices could work. (A pragmatist might decide nothing ventured, nothing gained is a good choice. ) But there would have to be something very enticing after those choices, like a building that gave 0.1 to movement or some other significant advantage.
Nudging this thread back to GRM Ideology mod. Gauntlet seems to have quite a bit of the code edits worked out. I think some feedback as far as balance (or unbalance) and where perks appear on the Egalitarianism, Individualism and Survivalism tracts might speed up the mod's development. The philosophical progression of each path is very well thought out. The storylines are interesting and logical (unlike the original game). The text alone is an incredible
GRM Ideology is an innovative mod (like all of your work). The original Ideology function was too formulaic and gamey. Your mod blurs the "morality" lines and significantly adds to Crusade's immersion. For example, your concept of making a decision without knowing the outcome is a brilliant device. I haven't played it enough yet to offer any constructive feedback, other than it still needs some balancing. How does it effect the AI? Were the
Great job! We finally have some documentation for Crusade.
The OP was about polish vs price vs gameplay. Regarding Stardock's lineup of games. Don't some of these verbose replies belong in the World Economic forum? I think there's a thread called Video Gaming for the Uber Intelligent.
I think innovation, good project management and the right price point can counter the gaming doctrine stated above. For example, a game like This War of Mine broke a lot of rules. It's black and white, has very little action, but features a captivating storyline and immersive gameplay. It sold very well and received excellent reviews. I'm sure there are others. Chris Roberts, the mind behind Star Citizen , might disagree with any financial
[quote who="barrybeal" reply="22" id="3679691"] I am not sure how the neighboring bonus command works now since I don't think MaxManufacturing can be used there (treated as invalid at least as of 2.13 patch). [/quote] In 2.2 patch, MaxManufacturing is used in both neighboring bonuses and leveling (LevelEffectStats). Or did you mean something else? You're right about Wealth and ColonyGrossIncome. What is the difference between those two?
These fixes/additions sound perfect. Can you (re)post the link, I can't seem to find it.
[quote who="barrybeal" reply="13" id="3677496"] 31) Should all Neighbor Bonuses for Food (farm) and Grow (Hospital) buildings and multipurpose like #30) above be changed from Population to FoodIncome now. Is the right parameter being updated now ? [/quote] Have you found an answer to Population-to-FoodIncome? Was the new Food/Population system ever explained in-game or on the forum? Your post is the only search result fo
Great work and very helpful. Especially with the lack of Crusade documentation and all the incorrect tooltips and game text. Are any of your edits published?
Adding GalCiv3GlobalDefs.xml, altered or unaltered original, to Mods -> [mod name] -> Game, throws error message which prevents game from launching. Happens on both Steam and GoG EDIT: Not a bug. With Crusade installed, you need to use the last loaded version that file (or any other file), which is in DLC -> EXP2_Crusade -> Game
+1 Agree, that gamey trick now undermines the new espionage feature
[quote who="Ulfsark9" reply="5" id="3673207"] My card is dx11 capable, though i'm not sure if i'm using it or not. How would I check? [/quote] Click Start, and then click Run. Type dxdiag and then click OK. On the System tab, note the version of DirectX that is displayed on the DirectX Version line.
Ulfsark9 - I have the same problem as your screenshot. Additionally, when zoomed out, that harsh contrast puts the ship completely in shadow (black). The light and gloss effects are not working properly. I don't think its a video card/driver issue, because they used to look good. My issues started after updating to 1.9. Do you use DirectX 10 or 11?
I think card is okay, AMD Radeon R9 M395x. The game was flawless prior to 1.9 (worse after 2.0). The OP detailed the issue pretty well and as others have described, there are arbitrary shadows appear when zooming in or out. That doesn't seem like a performance hit. I hope its fixed with Crusade.
Same dark issue, also started after 1.9. And the ship shadows seem arbitrary. They're not really shadows, more like a solid black total eclipse. It really ruins the game. Is there a way to edit out that light source in the xml files?
[quote who="Avatar137" reply="26" id="3670061"] Quoting delwyn1, reply 25 Hm what a copy cat of Stellaris and Dawn Of Andromeda , both I not like much due to a stupid leader thing like what they offering here , oh yea I forgot he also very similar to endless space and endless space 2 hero system. So this is really no
The rotating rings are fixed but the textures are still misaligned.
You're right, the whole game looks MUCH better by replacing all 1.9 GFX files with 1.8. Might not need the files with "_Lean" in the name because that option is disabled in 1.9 (not that it really hurts anything to leave them).
That's a good fix. After testing a little more, only 3 files needed to be copied from 1.8 GFX to fix my issue: Selection_Main.dds Selection_Main_Ticks_Large.dds Selection_Main_Ticks_Small.dds (Yours could be different) It's odd that more systems don't have this glitch.
I have same issue after 1.9 update. My screen looks exactly the same and when you select the ship, all of those artifacts rotate.