lyssailcor

lyssailcor

Joined Member # 926429
0 Posts 105 Replies 966 Reputation

[quote who="pshaw" reply="2" id="3746006"] [/quote] Quoting , quoting post I didn't see anybody reporting this, so I do: Mouseover text when hovering over "Hyperlane Tunneling" and "Hyperlane Streaming" in the tech tree unlocks "Hyperlane Speed 200.3%" The extra point-three is a bug. I'll add it

9 Replies 18,842 Views

[quote who="lycan371" reply="1" id="3745895"] Hi, If you're lucky enough to have the "Motivational Helix" on a high production planet (and a soupcon of thulium) then you can generate charges of 500 production for 3 Thulium repeatedly which means that big ships can be rushed in new shipyards. Cheers, Jon [/quote] I know that (and have used that already), but still I

2 Replies 14,169 Views

Find \Galactic Civilizations III\DLC\EXP3_Intrigue\Game\GovernmentDefs.xml. Copy the file. In the file find x for every government. Change x to your liking. Make a mod out of it, or, if you don't want to be bothered with how that works, copy the edited GovernmentDefs.xml to Documents\My Games\GC3Crusade\Mods\ExampleMod\Game and enable Mods in game options. Start a new game. Still I agree that colony limit should be at least tied

11 Replies 34,929 Views

And another one that bothers me since GC III came out: show the remaining movement points of fleets in the fleet window in the lower left corner, perhaps between the word "Ships" and the logistics values or besides the hit points. Even better would be to highlight all fields a ship or fleet can reach when it is activated.

26 Replies 70,617 Views

How about introducing a second type of Supply Ship that transports military production to a shipyard instead of social production to a planet? In my ludicrous games there is always the situation that newly colonized / conquered / small planets are quite bad at military production. Channelling their military production to another, existing shipyard is no option most of the time because of distance decay, so they end up each with their own shipyard that produces small ships or Treasure

2 Replies 14,169 Views

Don't know whether that was mentioned before, but what I stumbled upon my current Retribution game should be quite easily fixable: - When in the Starbases view and you have filtered for o specific starbase type please use the filter when switching back and forth via the Next and Previous arrows. - When in the Planets view and you have changed sorting in ther planets list please use the sorting when switching back and forth via the Next and Previous arrows. And when you

26 Replies 70,617 Views

In my current 3.6 Retribution game I called a space monster via artifact some 30 turns or so ago. Since then it just sits there where summoned and does nothing. It completely ignores foreign and my own ships and hasn't moved a single tile. It's titled as "Pirate Queen xxx", but doesn't behave like a normal pirate. What is your experience which such summoned space monsters?

4 Replies 30,723 Views

[quote who="Philocthetes" reply="17" id="3745486"] Argh! The Unit Transports seem to completely ignore the nearby hyperlane, and there's no way to course correct manually... [/quote] That's problably the same problem with pathfinding that normal ship movement has also: to be sure that your ships use a hyperlane you have to move them onto it manually, otherwise there is a (not so small) chance that the hyperlane is partly or entirely ignored. But as you said, you cann

32 Replies 165,557 Views

- Better support for modding world generation (resources, nebula size, star distribution, black holes and the like). There is something there but since there is no documentation it's pure trial and error to achive something (and crashes the game quite often, e. g. when I tried to change nebula shape and size). And some things are not accesible via modding. - Use Artifact powers otherwise. I tried to make a "Aid Military" project by using the Artifact power that gives +500 military pro

28 Replies 48,863 Views

I tried the UCP_Combat mod for several hours now. While it looks quite promising (not played far enough to form a final opinion yet) I have a problem: There are new ship components like Fusion Accelerator that are not displayed in the Ship Designer, and when I try to alter or create a design and add one of these new components the game crashes. Upon investigation I found that the graphics for those components are in UCP_Core. But adding UCP_Core as second mod makes the game crash on l

10 Replies 28,343 Views

[quote who="Philocthetes" reply="7" id="3744592"] Has anyone tried to use a hyperlane that you don't own or seen an AI use one of yours? [/quote] Yes and yes.

32 Replies 165,557 Views

Don't know whether this one was already requested, but anyway: The main issue I have with defending my empire is the micromanagement problem that I often cannot use the game-created ship designs because they always use only "BestDefense" what is not adequate if an enemy attacks with weapons that don't match BestDefense. So I would like to see also designs with "BestArmour", "BestShield" and "BestPointDefense" so that I can choose what I like to build without always going into the ship

10 Replies 28,343 Views

The hypergates work mostly as intended (at least in my game): The speed on all tiles that are touched by the white beam is doubled (initially, can be enhanced by techs). You have to move your ship on the beam (not necessarily on the gates themselves) to make it reliably use the speed boost. The auto path logic isn't always working with hypergates. Also the indication of needed turns on the path (the smal numbers in hexagons along the path) is not correct, they don't take the speed boost into

32 Replies 165,557 Views

[quote who="Gauntlet03" reply="5" id="3744139"] As an aside... for my own opinion, the feeling of everything being "one off", "special", or "instant" is starting to grate. Civilizations don't spawn armies out of thin air because they get a good general... certainly not modern-day civilizations. We manufacture tanks, planes, guns, etc. and that all needs planning and money to sustain. No amount of "commanding" doubles the maximum movement of a space ship. Empire's ar

9 Replies 31,661 Views

I don't know whether that is now a post in favor or against the Retribution changes ;) But overall I can understand some people's bad feelings. Perhaps I was just lucky until now because I can cope with the changes because they are not critical for me and just need another playstyle. If SD would e. g. remove the largest galaxy sizes then I think I might be pissed off myself ... ;)

9 Replies 31,661 Views