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
Deathwynd
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
I'll look into it.
Yep I have a few tuning fixes coming out later this week and I have a more comprehensive overhaul in the works. Everything seems to be working with 1.2 so far but we shall see.
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.
Check your options in the ship designer and make sure you have show all parts checked.
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.
Yeah I suspect they changed some of the screen formatting, possibly when they added medium UI size.
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]
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.
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.
As far as I can tell the mod is working just fine, havent seen any major issues. The only files Gauntlet changed are done append style and none of the base files formats seem to have changed drastically so it should be good to go.
Yeah I saw that, pretty cool just wish it was usable elsewhere.
** 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.
Thanks for the update on that, got it fixed just testing it before I release the update.
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.
In 1.2 the Thalan tech tree the Hive is zero cost and zero maintenance, is this value correct? The mother hive is also the case as well.
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
LOL you gotta be kidding, man they need to decide which way they want it. Thanks for the update.
Do you have any information on when we can expect to see mods added to the workshop, not nearly as concerned about the mod tools as the availability of uploading mods to the workshop.
No you cannot add a racial trait to an existing race via append, you could do it on an overwrite but just no way to do it via append.
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.
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.
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.