Custom Ship Series

Bought GalCiv3 about a year ago, but have been sitting on it until recently since I wasn't so thrilled about how it played back then. I decided it was about time to pick it up again, and added a couple of DLCs and the Mercenaries expansion before getting back into it. Long story short, GalCiv3 has had the same sort of negative effect on my sleeping habits that Galciv2 did back in those days.   

Anyway, you guys know how whenever you research a new Engineering or Warfare tech, it sometimes unlocks more advanced iterations of existing warships? It goes in a series from M1, M2, to M3 and so on. Well... I wasn't exactly thrilled with the default options presented to me (having to stop and redesign my warships whenever a new upgrade is available is a drag, and really slows down the game), and decided to make my own ship series that takes more advantage of the new Ship Roles. So I started up a new game, and used it as a ship-design save game, and made liberal use of the console to unlock the technologies I need for successive iterations of my custom ships in sequence.

End result; the better part of 2 weeks later, I'm almost done with the Terran Alliance apart from the endstage for weapons, and updated versions for the smaller hull classes. And that's just for one faction.

I'm happy enough with what I managed, but... is there some way to expedite the process I don't know about? Not feeling so keen on repeating the process for the other playable factions at the moment...

19,606 views 3 replies
Reply #1 Top

If you are really picky about component allotment then it might be hard to replicate that for other factions other than with brute effort.  

Horemvore's AI mod changes the default ship blueprints to things I find much more reasonable.  It is not a set of predesigned ships, it is a paradigm that is more reactive to the tech changes. I think it is also more reasonable about defenses.  That is the closest I can suggest for you.

Reply #2 Top

I see, thanks. In your experience, in what manner does Horemvore's mod affect the default ship blueprints?

For my part, I designed my ships to be highly specialised according to their ship roles, and heavily dependent on combined fleet compositions to be successful. On top of that, each design gets a different name according to their role and hull size.

So far, when it works it really works. This also makes my fleets very modular, letting me swap ships like various parts in a machine in response to the evolving situation, as opposed to having to design new ships from scratch every time. I'm just hoping there's a way to automate such a process.

Reply #3 Top

From what I can deduce, the mod reacts more often to tech changes and capacity changes.  It may have other triggers as well.  This comes through as an increase in the number of models the shipyard offers you over time for each of the categories.  It doesn't change the categories presented that I noticed.  I have a very basic approach to warships, though.  So, you are best off trying the mod and seeing for yourself what it does for you.  All my hand designs are for constructors, colonizers, and transports.  Those, I get picky about.  Go figure.

The level of role assignment and naming you describe is beyond any automation I know of in GC3, and is an OCD /flavor thing that you are going to have to supply for yourself for now, I'm afraid.