ccxvi

ccxvi

Joined Member # 2551409
2 Posts 8 Replies 74 Reputation

I recently discovered the .customracexml files stored in My Documents\Games. Being the amateur XML modder I am, I immediately went to work editting the files. Yet, as soon as I started up a single-player game, the game undid my extra bonuses, among them +4 Speed and +10,000 Soldiering. Is there an easy XML edit to stop the game from doing this, or is the code hardwired too deep?

10 Replies 7,288 Views

I usually hold off on any serious military investments to see where the AI goes first. I use a similar strategy of early research/economy focus, but I often use trade routes to persuade my neighbors not to invade. Then again, I'm a |\|008, so this will probably fail misserably on the higher difficulty levels.

17 Replies 6,277 Views

Is this supposed to happen? Shouldn't displacing the natives result in less severe penalties than working around them? Also, GalCiv doesn't handle Alt+Tab very well.

3 Replies 2,941 Views

I think the best way to balance this would be to "link" each "construction starbase" to a planet, preferably a productive one. When said starbase begins construction, it first imports production points from the linked planet, up to a percentage of the planet's production set by the player. Ships recieve no construction penalties when built at a construction starbase. Modules are required for larger hulls. The largest ships can be constructed only on a construction starbase, and can never dock on

15 Replies 11,985 Views

I know what Nats needs. In GalCivIII, technology doesn't follow a traditional "tech tree." Rather, there are a number of "fields" that can be researched. A diagram similar to the tech tree will explain that level some technologies must be researched to to open up new ones. Fields can be researched infinitely, increasing the bonus they provide. For example, every time the laser weapon is researched, a new laser-based weapon will be available for use with increased firepower,

16 Replies 6,686 Views

That'd be a pretty good idea. Just one suggestion: merge the two ideas together. For example, I could build my custom flag ship/commander combo platter consisting of the Super Star Destroyer Executor commanded my Admiral Piett, who grants a +20% defense bonus to all ships in the fleet. Each civilization can only have one such unit at any time, but they are so expensive that a civilization will be a great loss for some time should the flag ship fall. Not to mention a temporary b

8 Replies 8,968 Views

I think the following changes would be useful: -Stars and planets don't occupy seperate squares, but rather a "system" takes the space of one square. One can zoom in on any system to view individual planets, and zoom in further on planets to view the planet and its moons, as well as their structures. -Some more habitable planets house "minor civilizations," or civilizations that have yet to successfully travel to space. These civilizations can be dealt with in a variety of

16 Replies 6,686 Views

If you want to improve your Star Wars mod, you can find an obsessively comprehensive list of Star Wars planets on Wikipedia: http://en.wikipedia.org/wiki/List_of_Star_Wars_planets It is organized alphabetically, seperated into 10 pages, with an average of 50 or so planets per page. Good luck.

5 Replies 4,413 Views