a0152570

a0152570

Joined Last seen Member # 6037445
96 Posts 216 Replies 3,754 Reputation

[quote]I've been puzzling over one thing for a while: what determines the stats of assault fighters, interceptors, and guardian drones? [/quote]. see http://galciv3.gamepedia.com/Ship_roles determined by ship load out Defined in ShipBlueprints.xml. You can mod the load out but no why to do it on the fly

5 Replies 24,502 Views

[quote]Added new ship weapon components that don't require special resources (But cost a lot more). [/quote] cool but you really need to rework blue prints, ship class defs, and text. just start as Terrans, do an 'unlock' and look at ships in designer. e.g Dreadnought using missiles? -r,-p,-l,-d ships are not consistent in use of enhancements; ship names are screwy (e.g look at ranger class).; new weapons not implemented consistently across weapon types (diff nu

56 Replies 201,713 Views

[quote who="ProudCanadian" reply="5" id="3684594"] I think its related to the default role that a ship is assigned in the designer. Seems based on the components you put on the ship model. Maybe hardcoding the role isn't easy for them to code? Just a guess. [/quote] You are correct it is based on the components (and other.. hull size). It is hard coded that way based on value, defense and threat. I believe it is well documented in the wiki

7 Replies 16,013 Views

I agree with many of the points (grips) and the game still has many bugs. However i think it is only fair to point out SD has released many free patches and is likely to continue to do so. I don't know of another game co. that is so responsive, but the number of issues, both trivial and major, is disappointing .... for me its a love hate relationship. [e digicons]>:([/e] [e digicons]:inlove:[/e]

28 Replies 330,283 Views

[quote who="Stalker0" reply="4" id="3684558"] At the end of the day, I wonder if this added complexity truly adds to the experience of the game. As you pointed out, the engine sizes really don't start making an impact until the very large hulls. At that point, we could just give large hulls a -1 speed and call it a day. The largest hulls have a bias for defenses over attack, again could we just give them a 1 defense all and call it a day. Could we just lower the amo

14 Replies 63,142 Views

Ok, 1) the edited file MUST go in a mod directory for crusade e.g. C:\Users\User\Documents\My Games\GC3Crusade\Mods\'name'\Game\MasterTechDefs.xml 2) edit the MasterTechDefs.xml file and save it as above find the MasterPlanetarySpecialization1 section and make this change Food Global &nbsp

5 Replies 17,767 Views

[quote who="tetleytea" reply="6" id="3684229"] I'm trying a new trick now where I slap a long-range missile on my second survey ship, cargo hull. It's still a survey ship and still can't survey defended anomalies alone (nor do I want it to), but it has an added function, as a fast raider of defenseless stuff. I name it the Gremlin. [/quote] I do almost the same but give it enough shields to get the defended anomalies. Early (when shields are weak) i

16 Replies 60,306 Views

I had MANY crashes and lock ups prior to the latest patch, seems very stable now. There are good trouble shooting tips in this link, it also tell you how to submit a ticket. Generally SD is very responsive to submitted tickets https://esupport.stardock.com/index.php?/default_import/Knowledgebase/Article/View/496/161

10 Replies 70,105 Views

[quote who="The_Last_Jedi" reply="2" id="3683948"] Unless they changed the definition of what can be an assault ship in Crusade you can no longer have assault fighters as they are all tiny hulls now. [/quote] Just checked vanilla and they were all tiny there also, but the load out is different

7 Replies 28,362 Views