Hmm my GC3Crusade debug says: Version 3.5, Build #10716, last updated on: 02-22-2019 10:49
Rockman
Being playing the game and notice that the gravitonic tech don't seem to be there on any of my knowledgeable civs including the default (in both normal and opt-in 3.5 hotfix patch). PS validated files multiple times and nothing changed it still missing, Could you guys help me find where these techs are or confirm that they really are MIA?
I can't find the Gravitonics techs on my knowledgeable faction. So I think you broke the fix.
Breaks the upgrade tree? Theres only Market Center and Shopping Center in the economic building upgrade tree the rest are colony uniques. Also the Yor cant make Shopping Center by design (see the official wiki). The Yor do get there Matrix line of buildings instead that boost wealth manufacturing and wealth. Dunno what the Efficiency Center is but it should be there since it meant to be unlocked.
What best depends on the Adjacency bonus and how many can be clustered together. Doing the math tell us the following (using official posters numbers which are the same as the wiki: The Data Archive is equal to basic research buildings: 55% if you got 6 adjacent (both give 85% total), 40% at 3 (55% for both) 30% at 1 (both give 35%) with more the Archive wins. Only the 75% version of basic is always better. The same applies to the solar plant
TBH in terms of scripting it easier to do for the so called complicated stuff in Civ games (resources happiness corruption etc as with all this it as simple as just coding happiness drops below A do X, Y or Z as a priority) where for unit controlling behaviour it harder to get a balance right (IE the AI will use Sovereign as a throwaway troop or it never use it's Sovereign for anything). The complexity of Civ is in terms of human understanding of it, how complex a game
[quote who="BLoads" reply="4" id="2763197"]They produce food because the farmer driving it has to stop and shoot buffalo, even though he can only carry 200lbs of it back to his wagon. Mary and Todd have cholera.[/quote] The good old Oregon Trail! though I only play the PC version (think it was version 2) TBH really Caravans should produce a global resource boost in the cities they visit IMO, that right boost everything including Tech production.
Robet Hentscke actually near Volcanoes is one of the best areas for farming crops (Volcanic ash makes really good fertilizer) also volcanoes do bring up rare metals etc from the earth (So gold and iron should also be far more common here them as well). Yes there really does need to be away of getting more basic production of some resources in towns, +200% of 0 is zero.
Yes faster movement in battles would be nice. [quote who="Zard0z" reply="3" id="2763359"] Also, why didn't you guys use all the options from GalCivs? I miss "always use tactic battles", for example[/quote] Zard0z you can in options set minimum size need for tactical battles to 0 IE you get ask every-time for battlemap/autoresolve. Ahroo I seen it in my last game my unit TPed to the end zone, it was the first time I used a demon so I t
For the resource Techs the place the same number of resource tiles no matter how many citys you got and all ways inside your zone of influence (So it best to do them ASAP at lest the first 2 while you only got 1 city as it ensure that they are in your start city, Kingdom gets 1 G mine then 2 farms, Empire gets 2 mines I believe).
Yes its is weird the way the game works in combat and it does need tweaking. [quote who="Archonsod" reply="30" id="2763326"] Quoting Sethai, reply 13 a hell of a lot of people in these threads https://forums.elementalgame.com/393547 https://forums.elementalgame.com/395308 don't agree. A lot of people also thought the world was flat. Generally, I find the more people support something, the more wrong it's likely
[quote who="Zeferoth" reply="6" id="2762144"]huh...I was wondering about that. I always thought how many moves you could make in tactical was tied to your hero's combat moves stat. I never tested it out myself, cuz I just used my gimpy kids as hardcore mages, Its cheaper than decking them out in gear.[/quote] Correct but it includes attacks & spells as well
TBH I don't get why Tom Francis was the guy to review this game (Look at his Articles and history he a 1ST person shooter/3rd person RPG guy IE Morrowind, Deus Ex etc) why they didn't have the guy who review Civ V instead. As for PC Game and buggy game getting a high score I raise you with BioShock 90%+ game that wouldn't run at all on any of the 3 PCs I tried it on (despite every other game I tried working fine, including ones with far higher system requirements,
I Made a mod folder and put the mod in it as instructed, and the mods are enabled, but nothing. All I need is the FOLDER that they should be in, IE where should this "mod folder" be docs the "game folder" or somewhere else?. NM found it, why is there nothing saying the Mod folder in the App folder, when with everything else is found in my Doc.
How do you install mods (Please post an example in full) as I followed what I could find but it wont work for me. PS using Windows XP if it makes a difference.
The none metal armour is 100% unrealistic anyway (for females) just look at the bulk of it in game. I mean it okish for the male as at lest there shoulders are in the right place for the armour to be like that, but the females it make them look like add about 4 inches worth of extra padding on to there shoulders, now why would anyone do that? Secondary the armour has to fit comfortably that means that female armour should have a feminized shape.
Race creation is kind of already in just called Faction creation instead (unless you mean making new base unit models). Yes I was shocked that the map generation sliders from the GalCivs are not in this.
Your wrong AAR can go for any strategy or RPG as long as it got meaningful choices. BOT true it seems to have lost some of the special stuff.
:( cant get to see it, site not found.
As the readme dont counteract the manual so I think it does applies to hulls as well (as this is where it be if it was changed). As for what best it depends on shield health and medidation compared to hull armour and hitpoints. In fact it only when shield to hull effective hitpionts is 1:1 that a 30% damage boost and the 25% medidation are equal no different in shots unless hp/damage ratio is 1000:1 then the 30% damage wins just (by about 1 shot less). Since it about effective