Franky999

Franky999

Joined Member # 634887
1 Posts 11 Replies 707 Reputation

New version 1.08: Updated for Gal civ 2.8 - new Trade resource: ArableLand: +1 Food (Upgradable with farms) - new Starbase Modules: Zero-G Farm and OrbitalFarm: Food +20%/+40% Try it if you want a taste of what Galciv III 3.0 could be like !

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I am trying to create Terraforming improvements that would create food. Strangely, both solutions below (one with stat, one with a trigger) don't work. Any idea ? Note: The one with stat display the food correctly but does nothing. The one with trigger show the food as a cost but does nothing. PlanetaryUpgrade <Dis

1 Replies 7,425 Views

New version: 1.07 Updated for Gal civ 2.8 - Increased the number of Habitable Planets for all settings. - Removed all adjacency bonus from Planet Features. - Removed maintenance from 3 Tourism buildings. - Rebalanced CulturePerTurnXXX buildings. - Revised promotions. - Added StatusEffect: Planet Conquered (-50% Morale for 5 turns). - Increased Mass Cap of Tiny hull to 30, Small hull to 40. - Removed ColorDefs.xml from GRM-I mod.

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It is still too easy to conquer the AI because he does not garrison it's planet enough. Could you add someting like this in GalCiv3GlobalDefs (or FactionDefs) : 0.2 0.35 AIGarrisonLevel would be a percent of the Planet Class: It would tell the AI to keep at least this amount of garrison on the planet. [e digicons]*_*[/e]

0 Replies 13,004 Views

[quote who="IIngrid" reply="18" id="3700171"] What problems would I face if I went with a huge galaxy size and 11 opponents? [/quote] No problem, these are just my preffered settings. Be aware that the setting: Habitable Planet Frequency: Abundant, is important to get a good amout of planets. (between 20-40). Note: i am still looking for settings that would give me constantly between 30-40 habitable planets.

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New version: 1.06 Updated for Gal civ 2.7.2 Updated with GRM Ideology v1.2 Compatible withGauntlet's Race Mod 7.5 (do not use GRM-I included with Gauntlet and delete the files in GRM/game: AbilityDefs.xml and GalCiv3GlobalDefs.xml) Removed Old-Spiders Pirate Space Monster Dread Lord Mod For Crusade Best Map settings: ================== Galaxy size: Large Type: Scattered Star Frequency: Uncommon Planet Frequency: Uncommon Extreme Pla

33 Replies 142,330 Views

New version 1.05: Updated for Galciv 2.7 Megalopolis give 1 Garrisons Fortified capital cost 0.3 Population instead of 3 Legions and give +1PopulationCap MilitaryAcademy cost 0.2 Population and give 2 Legions

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After having promoted a Commander to Invader, i get an empty Transport (with no legions aboard). I then proceed to invade a planet with 7 legions: i get an automatic victory (with no battle screen). Then when ejecting the transport ship from the newly conquered planet, i am asked to input the number of legions i want to put in the transport !

2 Replies 15,495 Views

Thank for the feedback. Unfortunately only the first digit is displayed for population growth, but the real value is used. If you check over many turns, you will see that the population increase slowly. Currently the growth from the hospital tree is : 20%/50%/100%/150%. (I could increase the lower tier a little). I wanted a much slower growth rate; don't forget that a turn is supposed to be only a week !

33 Replies 142,330 Views