Deathwynd

Deathwynd

Joined Member # 1218543
7 Posts 240 Replies 14,608 Reputation

Yeah BuckGodot I already had a revised version with the fix for the Nano Swarm, just ran into some RL issues the last week or so and havent had time to finalize and release it, a new release will be coming out soon. The problem with interceptors is intermittent and really unpredictable. In most cases it works just fine, periodically they won't show up at all and I have often had a ship get them and the very next round go into combat and they don't show up, however in lat

46 Replies 118,995 Views

Specifically to add a race trait that will do this add the following trigger to any race trait or ability. OnStartTurn 1 AwardShipOfClass SurveyStaticBlueprint You can replace SurveyStaticBlueprint with any bluepr

9 Replies 6,396 Views

NP man anytime there is an update one of the first things that happens is things get switched on or off that weren't before. Seen it alot and fallen victim to it alot, many a time I have screamed to the heavens thinking they broke something I really liked only to find out it got toggled off by the patch.

3 Replies 22,518 Views

Not having any issue with this on my end, the precursor archive anomaly gives a fairly small amount of resource points so it might not be significant enough to notice later in the game. When SD adds the promised variables to modify things by turn number and total colonies and maps size I will be updating these kinds of things so they don't become totally useless later in the game.

46 Replies 118,995 Views

Sure, I am talking about the mined resources in the display panel at the top of the screen. This screenshot is taken at 1920x1080 resolution in a small UI. [img]http://i.imgur.com/g9WFUGu.jpg[/img]

77 Replies 278,773 Views

Anything more than a single digit on resources shows up very wonky and unreadable on the top display in all screens. I would suggest the resources display needs to be expanded as it is quite possible to end up with multi digit amounts of resources depending on the distribution and cultural traits selected. In fact this display should be able to handle triple digits easily, the tooltips show up correctly but the display panel is broken.

77 Replies 278,773 Views

1.6 is only for the 1.2 opt-in or later it will not work in earlier versions, thats why I said to use 1.5 if you aren't on 1.2 yet. That error is what 1.2 gets with the 1.5 version and what earlier versions would get with the 1.6 version.

61 Replies 189,017 Views

** Updated to version 1.6 for Opt-in version 1.2 ** If you don't have the 1.2 opt-in or later please use version 1.5 of the mod.

61 Replies 189,017 Views

The 1.2 patch drastically altered the Blueprints file, looks like this is going to need a significant overhaul as is any mod altering the blueprints file. Bummer cause I was really enjoying this mod in combo with your better wartime AI.

10 Replies 60,246 Views

Well I can only find reference to this in the ArtifactDefs.xml and ArtifactDefs.xsd and its attached to ModifierType in the xsd file, at a guess I suspect it adds .25 ProductionPoints globally to all colonies and then adds an additional .25 points times the number of turns elapsed in the game. If this is the case it would be of tremendous use in balancing things like flat bonus research point amounts which quickly become meaninglessly small as the game progresses. Unfortunatel

118 Replies 81,247 Views

1. Nope, this is determined in the XSD's and any change to the xsd's breaks saves not to mention being a total horseshit PITA. 2. See 1 3. its possible by giving an improvement a negative resource cost to grant resources to the player but again not a custom resource. The adding a trait to a race mid game isn't really doable as far as I can tell.

79 Replies 461,893 Views

I have tested it out, and IMO the pacing seems good, not too fast, the only issue I would mention is the resource bottleneck, if you simply get terribly unlucky, especially if you play uncommon or rare resources it can be troublesome to make good use of the enhanced terraformers. That being said the base terraformers always end up filling the gap regardless so I don't see it as an insurmountable issue.

79 Replies 461,893 Views

Actually it doesnt seem to matter whether you have mods running or not, I get that error message repeatedly every time I start a game regardless. I suspect it's some internal hook for alternate language versions which does not hook into anything at this time.

118 Replies 81,247 Views