[quote who="dreef1999" reply="213" id="3693288"] 3. Increased diplomatic options. Every game I play just turns into conquest. If I don't have one of the largest fleets then some AI declares war on me. If I have the largest fleet then I should be utilizing it for more than just deterrence. I can't cultivate any meaningful alliance that will last. The AI pretty much just dogpiles the weakest civ over and over. In a game like Europa Universalis ther
iRedEarth
[quote who="Frogboy" reply="223" id="3693348"] Ugh. I'm dying to tell you about what's coming in the next expansion pack! Some of you guys are going to loovvvve it I think. [/quote]You are such a pack tease.
[quote who="jirkaesch" reply="175" id="3692507"] Quoting Frogboy, reply 171 Before, a city would give you a +1 population. Now it's 10%. I see what you mean though about the 10% stacking up. It really should be more like 0.1 population flat rather than the %. Frogboy, this nerfing of everythin
[quote who="tetleytea" reply="6" id="3692271"] Okay, thanks for the info. Gosh, what a hack. That's terrible. But the MercenaryComponentdefs matter, right? Yeah, you mentioned Pewpewpewpew, but not the ship role for it. [/quote] MercenaryComponentdefs does work. That's where I increased the threat or value settings of mercenary components. It's just the part of StaticShipBluePrintDefs that doesn't function. That's also why au
The roles set in StaticShipBluePrintDefs mean nothing. Those were the first thing I tried modding. They have no effect other than changing the description in the bazaar. The tooltip shows the actual stats. I modded the threat and value settings of the mercenary components so the calculation the game uses for all ship roles gives the desired results. I suppose I should change the non-functional fields to match the in-game effects to avoid confusion, but I forgot other people would be usi
I approve of your goals.
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[quote who="implodinggoat" reply="22" id="3691182"] 5: Espionage could use some work. I'm not really thrilled with the way spies are deployed to planets. Disabling an enemy building seems like a weak way to spend a citizen and having to use spies to remove enemy spies from your buildings is an annoyance to the player. I'd prefer some sort of mission based system where I can send my spies to steal credits or tech, lower
Many mercenaries have bad combat roles. Ships with support effects set to escorts, combat ships set to support etc. This changes many of them to either capital or support. I'd have made more capital but I can't get around the rules that small and tiny ships can't be capitals. Also, Crusade changes weapons a lot and left the old prototype weapons actually useless. Many merc ships that advertised "powerful prototype weapons" actually had the worst weapons. So I changed the power and/or the reso
Since your losing those ship construction points as long as you don't have one, waiting wastes resources. I only wait if I'm playing a xenophobic race and the loss would be small anyway.
Well I can't answer this without self serving promotion but I use my mod to fix some of the mercenary issues. https://www.nexusmods.com/galacticcivilizations3/mods/119/? That's all I'm really using so far.
This has been my tentpole issue for a while. https://www.nexusmods.com/galacticcivilizations3/mods/119/?
[quote who="trims2u" reply="38" id="3690836"] Back on topic: for the ship design AI, I would think that a critical thing is to make it tied to both the diplomatic stats and the current tech research queue. The AI should be looking at who is a likely opponent (and seeing what kind of offense/defense they have), then pushing for research to counter that. In the areas of "what do I do right now" for the AI, maybe have them build in two streams of stuff [/quote]<
[quote quoting="post"] The next big thing on my plate is all the political stuff. That's what the next major expansion will be about but the main game and Crusade players will benefit as well as balance continues to get more and more interesting.[/quote] So are we talking governments set for a race, government types developing during the game, or some of both? Either way, I'm hoping for sham democracies to be possible. Who doesn't love a good sham? [quote quoting="post"]F
The passive increases to ship range you get from technology seem to be in the wrong order. Not counting the ones from specialization tech, the first two are five and ten, and then one and one. On smaller maps a 15 range bonus makes most life support components unessessary. And by the time the +1 range passive come along you'll likely have dealt with range issues with starbases or bigger ships with more life support and one extra tile of range is trivial.
I made a mod to address some issues with Mercinaries. Here's the link(ed Aerie): http://www.nexusmods.com/galacticcivilizations3/mods/119/? Here's the description: <span style="color: #ffffff; font-family: 'Trebuchet MS', Helvetica, sans-serif; font-size: 37.1222px; background-color: #0b0c2
I was setting up Sion designs, first to use more equipment than just a sword and also to use traits that would benefit a specific champion path, however I discovered some limitations. First, they can't be upgraded with new equipment after gaining an armor trait. They have to be born with it, but the trait is still available at level up even if they were born with it. Second, I had picked traits that were in the champion trait tree so I c
I posted there not long ago but I can only access the post directly, not the forum.
I found Birth of Summer and Bloom of Twilight to be difficult to use because you can't tell for sure if they'll do anything until after you've cast them, and they are expensive at 200 mana. So I modded them to have a radius of 4 so you're likely to reveal something. However, while I didn't change the casting cost, I'm charged 400 mana for Birth of Summer. I can cast it with only 200 mana available, but it sends me into negative mana. I didn't change the cost, just the radius, so I don't know
Yeah, this is extremely frustrating. Half the time I start up an old game I can't just play it, I first have to research how to fix it myself. I don't even know how mods work for this so I have to figure that out first.
Should we ask for something they would never do? Isn't posting a question about if a request should be made in a place where the ones who would receive the request the same thing as making the request? Could I think of a third rhetorical question? Yes Yes No
I'm wondering if you can set the model used for fighters in the civ designer. Doesn't look like you can. I know you can't design your fighter drones in game and I actually haven't even noticed if different races even have their own fighter models, and if they don't I'd understand why that wouldn't change now.
As far as I can tell, alliance just locks your relations at a high level.
I don't think the ships roles of many of the mercenaries are good for them. Almost half of them I wouldn't hire because I don't think the combat AI would use them well. Many of the early ones stay back when the should be at the front and later ships are in front when they should hang back. So here's the ships I think have the wrong roles and what I think they should have. Some may be missing since not every merc is available in every game. The Raptor Tiny support<
He's saying it's not his homeworld but it is the homeworld of a pragmatic race. Also, yes it does need a pop-up warning but it is not overpowered. It's at the end of the line and it only applies to the homeworld. You can take every other planet of theirs and then they'll take with surrender to someone or accept peace. Then you can take out everyone else until having everyone declare war on you is irrelevant.