[quote who="Horemvore" reply="11" id="3738536"] AI has never been setup to go for and use Tourism. Improvements are not listed in the Governors.xml so even when/if they get to the Tourism tech, they will still not build the Tourism Improvements. This was one of the first changes I did for my Mod. (I now see the AI building/Rushing Pax Emporium, sometimes by turn 5) [/quote] I hope the dev team takes the half hour (if that) to make this change. I love what the dev tea
ScrivenerOfLight
Thanks for posting this Old-Spider. I hope this bug finally gets fixed.
[quote who="Frogboy" reply="2" id="3738481"] This expansion will be huge. Easily the biggest one we've done yet (bigger than Crusade). I hate having to get the announcement down to 400 words or so. It's torture! [/quote] Since you hate trimming an announcement like this down to 400 words... you could always unburden yourself and give us a little more detail... just saying. Don't want you feeling tortured...
[quote who="Horemvore" reply="9" id="3738499"] Kudos to the code tbh. Seems perfectly logical to me. [/quote] I agree. I like that dynamic--only not the loophole mentioned by the OP (cycling through and trading multiple times). For any dev that may be paying attention, it seems to me that the issue may also be that the trade is based on how much the AI player has at the time of trade, not some minimum amount of a resource it wants to keep (e.g., so you can keep getti
[quote who="Horemvore" reply="2" id="3737966"] There never has been a cap on credits available to trade in a single deal, you are miss reading something. [/quote] I agree, there is no hard cap. But it seems like at some point, the more money you ask for (relative to what they have), the more they expect by far. This is the case with resources, too. If they have one of something, they are far less willing to trade it than if they have 100. Even in that case, they may trade 30
I like a lot of what you have to say, Seilore. One point on which I slightly disagree is that there should be less empty space. I agree that it should be possible to have less empty space, but I like the option of having more, too. For example, my current game is a 14-player game (single player) on a ludicrous-sized galaxy with rare stars, uncommon planets, abundant extreme planets, and common habitable planets. I'm more than 200 turns in and have a total of 8 planets--and the three o
[quote who="Seilore" reply="44" id="3737436"] Most of what I find I would like to see improved I outlined in this post a few weeks ago... Galactic Civilizations III Feedback (How to Make This Game Great Again!!) [/quote] Overall good points and good approach to making GalCivIII better, Seilore. [quote who="Seilore" reply="44" id="3737436"] I guess I didn't read the tech overhaul the same way, I thought it was just going to be revisited to make it more
I think tech specializations is an area where the game can become a lot more interesting. I know a lot of people like to be able to get everything, and I don't mind perhaps getting a weaker version of everything--but I like the idea of being able to be highly specialized. This is one way I think the game can better support tall civilizations. If the specializations were reworked to provide options for additional one-per-player improvements, additional terraforming options, tall empire
I'm having trouble seeing what exactly is happening with scale in the images you posted... that said, are you working with custom components (you grouped/saved components in the editor)? If I recall correctly, custom components can cause strange scaling problems...
Thanks Nilfiry, I know I can edit the ImprovementDefs.xml file--but my concern is less about the fact that cities can't be destroyed and more about the lack of transparency regarding the relationship between planet class and population cap. Some kind of tool tip would be nice (or a few, for example, one on planet class and one on population--and maybe one on the city improvement). The better solution, in my mind, would be if the devs could add a mechanism that prevents cities from being built
Thanks Publius, not sure how I missed that for so long... One of the things that is most frustrating is that you can't destroy cities, so once you've made them past the planet class, you're stuck with them... has put a major damper on the current game/match. Oh well.
So maybe this has been the case for a while--and I probably missed the note in the change logs--but since when did planet class cap the population? Also, is there anywhere in game that indicates this to be the case? It would be really nice if the game prevented you from building (wasting) additional cities on planets whose population cap is equal to planet class... Just a thought.
[quote who="ScrivenerOfLight" reply="56" id="3721573"] For whatever reason, your suggestion triggered a series of thoughts and experiments that led me to, I believe, a solution! [/quote] Maybe premature celebration... my solution works as long as it doesn't happen between turns.
Old-Spider, thanks for the feedback. I agree. When I modified all the anomalies to spawn replacements, it creates an over-abundance of them. I'm going to be toning that back a little in addition to creating a bit more diversity.
Horemvore, For whatever reason, your suggestion triggered a series of thoughts and experiments that led me to, I believe, a solution! For the anomaly, you use the OnEvent "OnArriveAtAnomaly" to PerformAction "StoreEventChoice" and a separate "OnArriveAtAnomaly" to PerformAction "TriggerGlobalEvent" On the event, you set CheckPlayerPrerequBeforeFiring to true and set the Prerequ to the stored EventChoice; then, under each event choice, use OnEvent "OnEventChoice" to Per
[quote who="Horemvore" reply="54" id="3721508"] Hey Scrivener, Did you try with "ActOnRandomFactionPlanet" set to true? (For the events) [/quote] I hadn't thought of that--I gave it a try... doesn't fix the underlying problem. I modded out all standard anomalies, leaving only one that calls a galactic event using "TriggerGlobalEvent". The event is triggered as expected by the player, but then every AI that arrives at the anomaly also triggers the event for
Not sure if anyone is using this still, but... I've been in the process of updating this mod for a while now: I've added variety to the encounters to make them more unpredictable, made some slight changes for balance, and changed how experience works (a range based on how well defended anomalies are). I've tried (to no avail) to make anomalies offer players choices (like ideology events)--if anyone knows how to do this, I'm all ears. Also, if anyone has any ideas they'
If anyone is interested, I updated this mod to reflect the addition of three missions by Stardock.
I updated the mod on Nexus if you are interested. Link to original post on forum: https://forums.galciv3.com/483286/page/1/#3680758 Link to mod on Nexus: https://www.nexusmods.com/galacticcivilizations3/mods/109/ And thanks, Publius!
Yes, it is a bit arbitrary. There is also Gem Trader from the Xeno Entertainment tech as well as Hyper Silicates Trader from the Interstellar Survey tech, I believe. That said, I made a mod that created 3 new techs that enable a total of 12 new missions to flesh this out. I would provide you the link, but I realized in writing this that I updated the mod for myself to reflect changes to the game but have not updated it online. I will update the mod later tonight and po
[quote who="Horemvore" reply="1" id="3719876"] The AI waned a good deal, you refused, by amending the trade. AI no longer thought he/she could get a good deal. [/quote] Unless I'm confused, I think you misunderstood the OP. The OP is saying that the deal moves in favor of the human player. I've witnessed this behavior on my most recent game, also. I was vastly in the lead--not sure if that had anything to do with it--but the AI would offer a deal, it would show up as
[quote who="shayvaan" reply="10" id="3719455"] Quoting ScrivenerOfLight, reply 8 A couple of other things I've noticed in my current game: 1) I occasionally get the opportunity to build additional Computer Core and Central Bank improvements--I think this happened upon loading a save or possibly when a conquered
A couple of other things I've noticed in my current game: 1) I occasionally get the opportunity to build additional Computer Core and Central Bank improvements--I think this happened upon loading a save or possibly when a conquered faction gave me their stuff... or a combination of the two. I wasn't able to tell. 2) I am not always able to get a Crisis Manager after successfully completing a Crisis. 3) I have had Crises not play out fully--not sure what number of turns
I hesitate bumping this post, but for my own sanity, I'd kind of like to know what the intended behavior of events is and if they are working correctly. My hope was to create events that were triggered by anomalies, but when one player triggers an event, it seems all players get the same event. I thought this was odd--but upon closer investigation, I found that this seems to be what happens with events when normally fired. This seems like a bug (because it suggests that the AI
After playing a while longer on this, I found that even galactic events with prerequisites seem to be firing for all factions at the same time if the prerequisites are met. For example, I had an event that required the Colonial form of government, and a handful of other factions had the same effect. Again, this may be the intended behavior, but it seems odd and makes me wonder whether the AI are getting events that, for example, require governments other than what the player chooses (