I want to latch on to this thread because it has some great discussions on the balance of the game. Disclaimer: I'm seeing this from the outside looking in, as I haven't bough the game yet - I invested a lot of time into GC3 so I'm watching some playthroughs like Quill and DasTactic to make up my mind. That being what it is, there seem to be some fairly obvious balance issues with the system the game uses to deal with bonusses, because they are all (save 1
TurielD
This is an excellent write-up mate! Well done.
[quote who="Boogie58" reply="25" id="3848726"] The Early Access FAQ says that they plan to increase the price when it comes out of early access. [/quote] The early access faq on Epic says the price will increase The early access faq here https://www.galciv4.com/faq says they won't
I'll say one thing against EPIC: I was pretty active with following GalCiv3 development, involved in modding, and just an all-round big fan... And I didn't even know GalCiv4 existed until today. Still, now I know it's here, I think I'll pick it up - is there going to be (in the few hours that remain) any change in price from early-access to release?
Thank you Kylere :) I'll put it in the release version soon - probably tomorrow - can't manage today I'm afraid.
I'd like to see shipyard grouping. Set up a group of shipyards with a single waypoint, and order the fleet you want built - the group would then calculate what shipyard needs to build what ships in the desired list to get the whole fleet assembled at the waypoint the fastest. Perhaps a military starbase could serve as the waypoint-hub for this functionality, with one module giving it the ability to request fleet building.
[quote who="Frogboy" reply="10" id="3580069"] What I am pointing out is that the AI actually did a pretty good job frm an AI point of view. First, it designed ships as best it could to counter your weapon strength. Note his defenses were optimized to counter your weapon type. [/quote] For all the complaining about the AI that goes on, I want to really say thanks for getting the AI to a point where it can manage this with the design system :)
Darn, that's annoying. I'll have to take a look what changed in the tech tree structure!
[quote who="Gauntlet03" reply="22" id="3577659"] This is a matter of perspective, but I think this is an unfair statement, the support was front loaded into the design of the game. You can edit most of the game, including the AI, using Notepad. Most things don't require you put files in the game directory either, making uninstall and the risk of damaging your installation easy/non existent. [/quote] You're completely right, the game is very mod-friendl
[quote]UPDATE: Fixed the Assault Carrier blueprints, which were pointing to the nonexistent EscortCarrierModule. Reworked default Carriers so that they will always add an engine before a second Carrier mod. [/quote] 2 months and 3 patches later... https://forums.galciv3.com/467070/page/1/#3562356 Ho hum.
[quote who="The Sisko" reply="19" id="3577585"] ^ Paul stated in the last dev stream that their plan was for mods to be included in the workshop with 1.3. Depending on if they keep to their update schedule that's probably 2 - 3 months away. [/quote] I hope it's coming down the pipeline, because as things stand mod support is really bare-bones. I'd hardly call it mod support really, all you can share with officially-supported tools is things y
That sounds about right, it's exactly why i wanted to use it too :) Anyone who has any ideas on how to prevent the double-dipping please give a shout. At the moment I'm inclined to include a 'micro-avoidance-tax' by making it 80% effective, as 100% seems a little strong, but for someone who intentionally exploits this that probably wouldn't go far enough.
[quote who="eviator" reply="2" id="3576868"] Awesome, I made this request just yesterday, and you happened to deliver same day! https://forums.galciv3.com/469514 [/quote] I made it because of your post, I posted it in there too - see the last reply ;)
aside from a possible full strategic resource change, I released a little mod which ensures there's more Elerium and Anti-Matter, and a bit less Durantium here: https://forums.galciv3.com/467186/page/1/#3576755
Hey there Stardock, I was waiting on steam support to fully develop and publish my mod ( plug, plug! ), but putting it on the workshop hasn't been possible yet with the options added so far. I would really love to see workshop support for the following things you can put in the Mods folder: Custom tech trees Custom ship styles Ship templates & template
Hey Deathwynd, did you ever figure out what numbers are optimal to fine-tune Thulium and Prometheon?
I remember this came by on a dev stream... they didn't know how either.
[quote who="KarlBar99" reply="4" id="3576541"] Your best bet is to mod the default constructor dynamic blueprint so it has less extraneous modules on it. Then the whole auto upgrade becomes super useful because you can auto order constructors with multiple constructor modules on them. Which is just awesome. [/quote] One warning: once you start upgrading the standard constructor blueprint, you will not stop. You will find yourself re-designing every ship before
One thing I'm not sure about, is whether or not such 'spare' points carry over for more than a single turn. I believe they do not. If you build 10 20-cost shuttles at a 600 manufacturing shipyard for 10 turns, I think you only get 580 extra manufacturing on turn 11.
Download link: https://github.com/TurielD/Civilian-to-military-spending-mod/archive/master.zip It's a bit rough-and-ready, but it works: place the contents of the zip in to your mods folder, and when you start a new game you'll find there's now a new project called 'Shipyard Backing'. What it does is send all civilian manufacturing to
Here you go guys: https://github.com/TurielD/Civilian-to-military-spending-mod/archive/master.zip It's a bit rough-and-ready, but it works: place the contents of the zip in to your mods folder, and when you start a new game you'll find there's now a new project called 'Shipyard Backing'. What it does is send all civilian manufacturing to t
[quote who="brennanmcconnell" reply="78" id="3576608"] I ended up figuring it out -- simple solution as it usually the case: this was my first mod and I didn't realize until I read elsewhere that there was an "enable mods" box in the options. Felt pretty stupid checking it off and finding everything worked great, but alas, sometimes the simplest solution is the hardest to find! [/quote] This happened to me when I started making the mod! I was very puzzled
That's a really good idea... I want this. I'm a bit too out of the loop to remember where special projects are in the XML's, but it should be possible to add one. Edit: looks like it's not in ImprovementDefs.xml
[quote who="Frogboy" reply="14" id="3573851"] I'd like to see the AI get back into dynamically designing ships. This scripted ship stuff is for the birds. [/quote] I, uh, suspect you're the only one around here who could actually make that happen :P Though there's a whole bunch of us who'd love to help if there's XML-level coding, prioritizing or refining to be done...
Hey all, sorry to disappear on you! I've been pretty busy finishing my thesis and graduating university, and starting on a new business. Things have cleared up a bit now though :) Now, it was somewhat planned to wait out the release of 1.10 and perhaps even 1.11, which might make the modding and mod-uploading process easier. Sadly, I'm finding myself a little disappointed by the steam integration for mods so far. I cannot upload my ship st