The_Regicide

The_Regicide

Joined Member # 1869182
4 Posts 288 Replies 15,532 Reputation

I quoted a part that I specifically responded to. I don't need to disagree to reply (but I do disagree that any starbase is a military installation). And yes, I meant "with such casualties that you can reliably do it without breaking your bank". Otherwise, you can send veritable trains of Tiny Missile ships at a starbase. Eventually it will die.

19 Replies 48,798 Views

I'm trying to fix the Prototype Durantium Driver, as it has an error that makes it cost 12 (!?) Durantium and 1 Thulium, but... I can't find where that's supposed to be fixed? It's been a *long* while since I tried modding stuff in GC3. Do I have the right file? This is in SteamApps\common\Galactic Civilizations III\data\Game\ShipComponentDefs.xml <InternalName&gt

0 Replies 6,036 Views

[quote who="psychoak" reply="4" id="3676275"] Clearly, all is not balanced, but nothing wrong with a static military installation wiping the floor with a small fleet. They were tissue paper, it was embarrassing how easy it was to drop a static object [/quote] 1. Not every starbase is a military installation. The base stats of any starbase guarantee that you will not take it out for the next, oh, 100 turns at least. 2. That

19 Replies 48,798 Views

[quote who="Frogboy" reply="6" id="3676225"] I am pretty sure I've found the last of the little money helpers in here. [/quote] The Terran Resistance AI in my last game, on Normal, turn ~150 or so, suddenly had a massive spike of about 100,000. The end game economy breakdown was dwarfed by the spike.

9 Replies 33,771 Views

[quote who="willie sanderson" reply="21" id="3327886"] I like the idea of only being able to cast it ONCE per game. Makes a player THINK before using it. And that's what STRATEGIC games are about...THINKING. [/quote] Let's introduce a bug that makes Pioneers non-functional. Makes the player THINK before setting up his capitol. And that's what STRATEGIC games are aabout...THINKING.

26 Replies 24,792 Views

joeball, it's like you're reading my mind. Basically, increase the number of parallel lines in the tech tree to something like six, from the current three or four. More granular research will make civs that aren't tech-focused to not be as weak by giving them a minor/more specific boost more often, as opposed to researching every tech for twenty or more seasons.

15 Replies 23,570 Views

Do you guys have any ideas that would help improve the Warfare tree's strategic options? I was thinking of limiting Call of the Titans to only affect one stack and one city, instead of throwing everyone off to anywhere. That could leave some room for more unique things in the Warfare tree. Also, a mid-game warfare tech that gives +1 to strategic move speed of unmounted units is, I think, a must. Ofcourse, this is based on the assumption that there will be some cons a

15 Replies 23,570 Views

Hero stacks of death? What? Am I the only one that thinks heroes are not doing very well when compared to produced troops? In my current game, the level 26 assassin hero with an ignis and tons upon tons of perks and gear deals ~30 damage per attack, on average, while a 7-man "cheap" yew archer with absolutely no equipment one-shots drakes for over 150 damage.

18 Replies 12,698 Views

Again, not reading. I am NOT saying you can IGNORE the Warfare tree entirely, but beyond basic armors, weapons, horses and the first army size upgrade, the bang for buck just isn't there. Why does the NOT MILITARY TREE AT ALL get bonuses to both physical damage AND defense as capstone techs!? Why does the NOT MILITARY TREE AT ALL get to move an entire army from wherever to almost wherever whenever? Why does the NOT MILITARY TREE AT ALL get to increase an army's strategic movem

15 Replies 23,570 Views