DARCA, this is absolutely brilliant! Definitely will result in GCIII being much, much better. Thanks!
JetJaguar72
[quote who="DARCA1213" reply="8" id="3509900"] 4. Morale bonuses (and the game) would be better if they scaled with the morale percentage. So; 82% morale gives me a 10% bonus in its respective categories, but a 85% morale gives me a 25% bonus. It would be fairer if a 82% morale gave a 32% bonus which is relative to how much over 50% morale it is. [/quote] This would be an excellent improvement. Superior in every way.
Are government types and parties in GalCiv III? as they were in GalCiv II? Thanks in advance.
sorry. double post
please delete
[quote who="Gilmoy" reply="1" id="3508979"] If queues were carry-1, then you'd still have to sweep through and not waste your excess tech research, but you could almost ignore all other planets' manuf queues. That would reduce the burden substantially. If we also get a 2-item tech queue, that could reduce the per-turn burden to zero . Then the Turn-happy speed player would be almost as waste-free as the diligent manager. (However, a mic
[quote who="ForesterSOF" reply="2" id="3508980"] The Govenors they are talking about should help the macro lots. [/quote] What have they said about Governors? What are they? Thanks in advance.
Understandably, the developers are waiting to make most balance changes after GC3 is feature complete (else they'd have to balance everything all over again). I just bought GCIII and I'm really enjoying playing. In fact, I don't see myself playing anything else for a while. So in the meantime, do you have any suggestions for any balancing by modding xml files? Have you been using any xml modifications? Thanks in advance. and thank you StarDock develo
Do you like to govern each planet (set it's wealth, production -both military and building, and research rates) or do you prefer to govern at an empire-wide scale? What are your strategies for setting these rates (at either scale)? Do you find it becomes bogged-down with excessive micro-management? Does production and research carry other to the next project/building/ship if you have overflow beyond a single turn? If so, this might make intense micro-managing less <span
What's the easiest way to reduce ship range by xml modding? I like the idea of having to settle closer planets before further ones; even if the further ones are more valuable. Thanks in advance.
How similar is the GalCiv 3 universe to the Star Trek universe? Thanks in advance.
[quote who="parrottmath" reply="20" id="3426222"] \Documents\my games\LegendaryHeroes\Mods All your mods should be placed here. Any Graphics files need to go into \Documents\my games\LegendaryHeroes\Mods\Gfx[/quote] Thanks for your fast reply!
Where is the mod folder that AI Plus should be put in? Should I create a Mods folder? Thanks in advance
[quote who="webusver" reply="24" id="3426031"] Quoting MechaGodzill, reply 19 I've never used a mod for LH:FE before and I'm trying to decide between this mod and the "AI plus" mod. I'm sure they are both very good mods that improve the AI, so I guess I'd like to begin with which ever one makes less changes and is closer to vanilla. What do you suggest? Thanks in advance. I think that AI Plus mod suits your request better. Although follow
Thanks for your reply. I will use this mod for my upcoming game. [quote who="DsRaider" reply="13" id="3425870"]I tried to get AIs to fight to the death more.[/quote] Why you want the AIs to fight to the death more? Just curious. Thanks again for creating this mod. I'll looking foward to trying it.
I've never used a mod for LH:FE before and I'm trying to decide between this mod and the "AI plus" mod. I'm sure they are both very good mods that improve the AI, so I guess I'd like to begin with which ever one makes less changes and is closer to vanilla. What do you suggest? Thanks in advance.
I've never used a mod for LH:FE before and I'm trying to decide between this mod and the "Patchwork mod - AI boost." I'm sure they are both very good mods that improve the AI, so I guess I'd like to begin with which ever one makes less changes and is closer to vanilla. What do you suggest? Thanks in advance.
[quote who="MarvinKosh" reply="21" id="3411792"] You can also increase your tourism income by building Embassies or Cultural Exchange Centres on planets with a high ip value. Homeworlds are a great place to build those. Hope this helps![/quote] Why homeworlds in particular? In my current campaign, Earth has only two bonus tiles: both are 100% Influence bonus. At first, I thought I'd rather any other type of bonus over these. Then I read your comment. Thanks in
[quote who="MarvinKosh" reply="5" id="3411562"] Yeah in my last game I think the Torians had about 1500-ish ships. It can get really crazy on slow tech.[/quote] Yes, I think this effect is the result of slow tech. I'm thinking of either reducing the research cost of advance hulls and medium scale buildings or modding it so that all the races begin the game with advance hulls already researched. Which of these two options do you think would be better? Thanks in adv
[quote who="Gaunathor" reply="10" id="3411569"] Quoting MechaGodzill, reply 9How is this possible? I thought they were limited to a single homeworld. Mod? Of course. I'm playing my mod, Autumn Twilight. Somebody has to test it.[/quote] I'm looking forward to trying your mod after I finish my current campaign.
[quote who="Gaunathor" reply="8" id="3411529"] 3 are from the Carinoids[/quote] How is this possible? I thought they were limited to a single homeworld. Mod?
[quote who="Gaunathor" reply="6" id="3411509"] Quoting MechaGodzill, reply 5Sounds like a truly epic campaign! I'm hoping my upcoming campaign is as good. It was, but my current game (uncommon stars, rare planets/habitable planets) proves to be even better. Sort of, at least. One thing remains unchanged though. I'm once again at war with almost everybody. Bloody Drath.[/quote] I like games with few planets. just enough for each race to have 
[quote who="Gaunathor" reply="1" id="3411493"] Why question is: is there a modding solution to having so many ships that doesn't unbalance or break the game? No. At least none that I know of. Reducing the military production or increasing the buildcost of ships will only delay the inevitable, but won't prevent it. Is there a way to reduce military production by a percentage, not just a flat value? The Military Production ability works as a p
[quote who="Gaunathor" reply="4" id="3411500"] Quoting MechaGodzill, reply 3It's amazing to me to think of running an empire with 80 planets. and with 80 planets, you must have had thousands of ships! How do you manage it all? Managing that many planets isn't a problem for me. They don't take that much effort. Managing that many ships on the other hand. In any case, I would have loved to have thousands of ships during that war. Instead, I only had abou
[quote who="Gaunathor" reply="2" id="3411470"] Sometimes. I generally prefer to have the option, in case the other victory types become impossible to achieve. However, it also has it's disadvantages. I constantly fear, that the AI will go that route, thereby cutting my game short. This was especially bad in one of my last games. I was playing as the Yor and had the third largest empire (about 80 planets). The Iconians were on second place, with about 100 planets, and the