Franky999

Franky999

Joined Member # 634887
30 Posts 25 Replies 707 Reputation

Is there a risk that the AI will use these components in it's normal ships and cripple it's production ? Edit: After researching Carrier; all my ships are redesigned with the new componenents (with 99+ turns to build!). I have to redesign all my ships!

2 Replies 12,004 Views

I fully agree about the invasion system. I spent too many hours trying to fix it with my mod. In the end, the only easy thing to do is to add 1 legion to each Capital. But after that the problem still remain: The AI will rarely add legions to it's planets. I don't understand, it seem to me that it should be easy to teach the AI to protect it's most valuable planets!

3 Replies 21,485 Views

Thank you. I am currently playing with a modified version of the Moss mod, The tech tree is great ! https://www.nexusmods.com/galacticcivilizations3/mods/128 So no plan to upgrade for now. Beside i have not purchased retribution yet !

33 Replies 142,328 Views

Note that i have revised my map settings to get around 50 uncolonized planets: ========================= Galaxy size: Huge Type: Scattered Star Frequency: Uncommon Planet Frequency: Uncommon Extreme Planet Frequency: Abundant Habitable Planet Frequency: Abundant Resource Frequency: Uncommon Asteroid Frequency: Uncommon Opponents: 9

33 Replies 142,328 Views

It should be compatible with both. But for Gauntlet's Race Mod you have to remove a few file as indicated in the readme: You need to delete the following files: GRM\Game\AbilityDefs.xml GRM\Game\GalCiv3GlobalDefs.xml You need to delete the folder: GRM-Commanders

33 Replies 142,328 Views

Pop Rebalance mod 2.0 for Galciv 3.0 released: - Rebalanced Race Abilities - Ai should build less Freighters and more Constructors, Transports - Reduced power of Commander and increased power of Admiral and Navigator - Reduced population growth - Reduced transport capabilities - Planets start with a garrisons - New Town and RecruitGarrisonProject improvements - New promotions for Mechanics - Rebalanced Planet Traits (to slow down initial colo

33 Replies 142,328 Views

I remember a discussion about scaling difficulty. There is a mod for endless legend that does that: as the time passes, the AI get increasing bonuses...

9 Replies 58,533 Views

I know that some like to play with very big map, but i prefer to play on Huge map (with around 50 to 60 planets). With this setup i find that the ColonyLimit from governments is too high. For my next game i will try lowering all the values by 33%... Note: There are no governments with a ColonyLimit of 10-12. I would set Utopian and GRM-Gov-PostModernClans to 12.

1,416 Replies 4,493,844 Views

A few notes for those that don't have the mercenaries expansion. I get an error message for The Nyryloth Resurgency faction: Unknown ship style. The ship classes like : Unit transport, command ship... are using Human designs. I have modded the following files to remove mercenaries: CultureTraitDefs: GRM-Independent-02: remove 5 (this seems like a bug) GRM-Indepen

1,416 Replies 4,493,844 Views

Still not fixed in 3.01... Another errors in PlanetTraitDefs.xml XenoAdaptationTech is swapped with ColonizationFocus. ColonizationFocus is useless right now! The -50% ProductionPoints penalty seems to be missing from CorrosiveWorld and BacterialWorld. I think that the RelativeWeight of AquaticWorld and RadioactiveWorld should be 50.

2 Replies 8,848 Views

I use these settings now: Galaxy size: Huge Type: Scattered Star Frequency: Uncommon Planet Frequency: Uncommon Extreme Planet Frequency: Occasional Habitable Planet Frequency: Common Resource Frequency: Uncommon Asteroid Frequency: Uncommon Opponents: 9 This give me around 50 uncolonized planets. So 5 planets per factions.

9 Replies 35,353 Views

The following costs are in error in the ImprovementDefs.xml file: HyperSilicates -> HyperSilicatesCost EpimetheusPollen -> EpimetheusPollenCost HeliosOreIncome -> HeliosOreCost TechapodHive -> TechapodHiveCost

2 Replies 8,848 Views