Grintch11

Grintch11

Joined Member # 4388065
0 Posts 0 Replies 68 Reputation

A couple of basic ship building issues. 1 - Is there any easy way to change the ship class? I often have ships that I would like to scale up or down with minor changes and don't want to have to start from scratch to rebuild them everytime. Or I find a good ship in the Workshop, but it is the wrong class. 2 - So many Sci-fi series feature small fighters and big carriers/battleships with very little in between. I would like to use

0 Replies 4,534 Views

So I have been trying to do some custom factions, in the base game (version 3.02 presumably). And I have noted a couple of problems. Any suggestions for fixes or work arounds? 1 - when I edit a faction and set a Tech tree, it seems to set/save that tech tree to ALL the factions or at least all the custom factions (using the Faction Designer front end) . This is a major problem say for synthetic factions that no longer have the right tech to replicate. 2 - I h

0 Replies 8,988 Views

[quote who="Nilfiry" reply="4" id="3713095"] You can disable auto-upgrades if you do not like it. Just uncheck the radio button for it under manage. I also recommend that you disable it and manually decide when to upgrade since you will get more benefits from building new improvements in an empty slot rather than upgrading a pre-existing one, which takes to long. It is convenient to have later into the game, though, so it is not useless. [/quote] It really

22 Replies 58,198 Views

Basicly, you need an administrator for each Starbase. You start with a base number than can be increased with various techs. So what nonsensical is that you have the same number of administrators with 1 planet as 100 planets. It ended the tactic of building 4 economic Starbase around every planet, and throwing them up all over the universe to expand your range and ZOC. In 2.33 you have to really make those limited starbases worthwhile.

17 Replies 50,695 Views

Anyone else notice the bug in standard 2.5? Now when you have a stack, the ship/fleet you are directing is NOT shown as the top of the stack. You have to look at the fleet/ship box in the corner to see which one is "active". Also, when cycling through idle ships, sometimes there is no circle highlight to show which ship is active. Which can be very tricky when you are zoomed out or have a lot of ships in a given area.

4 Replies 20,674 Views

Is food shared across your empire, or do you need each planet to have enough food for it's cities? Have the Duterium factory and Thulium research buildings been nerfed as bad as they seem? My early colony strategy used to be build 3 or 4 factories, maybe upgrade them as needed to build a Duterium factory in a reasonable amount of time. This gave me plenty of production for all the follow on work, and growth pretty much took care of itself for a while. &nbs

8 Replies 43,487 Views

I do not see a "ShipsClass.xml". I see several variations on ShipClassDefs, ShipClassText, & ShipClassAugDefs but no plain ShipClass. And none of those files have a reference to the blah blah ship I saved as a template in step 2. So I can't: 3. Find the design name Blah_Blah_of_Blah. 4. Add this to any ShipClass file under the size of the hull you want to move it too.

9 Replies 20,424 Views

Need the "for Dummies" version. I don't see a ShipClass.xml (or any xml's) in the GalCiv3 directory. Also a bit unclear on why we need to save the ship THREE times, and modify the ShipClass file twice. P.S. Thanks for the help, I've got a dozen or two ships that I would like to be a different size

9 Replies 20,424 Views

[quote who="Horemvore" reply="1" id="3649139"] You only get 25% Benefit if they gave you the treaty. Not if you gave it to them. Its kind of a weird setup. [/quote] That's not what the in game popup says. It says both parties get a 25% benefit. But maybe is more in line with what the wiki says, but IIRC IT says there is only a 5% benefit.

10 Replies 30,948 Views

A related problem is not only are bigger ships better in every way, but they usually don't cost much more than ships half their size. While some economy of scale is realistic, we have far too much.

9 Replies 11,370 Views

I would also help is there was some differentation in the model sizes. 1 armor, chaff, point defense, main gun, missile launcher, etc. should't all be almost the same size. Battleship main guns are 14-18" verses 4.5-6" for destroyers (using the ww2 example), NOT the same size.

9 Replies 11,370 Views

I agree with the OP. A fleet that is only made up of one type/size vessel is boring and unrealistic. Torpedo boats are faster than destroyers, which are faster than cruisers, which are faster than battle ships. At least with the auto designed ships, the opposite is true in GalCiv3. Which means building anything smaller than your largest ships is dumb and counter productive. Either a battelship engine in a torpedo boat should make

9 Replies 11,370 Views