Deathwynd

Deathwynd

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

Yeah I noticed that on a mod I was working on earlier today, apparently the resources are attached to the starbase modules somewhere behind the scenes which kinda makes me wonder why they bothered with the GetValueFromStarbase at all.

735 Replies 1,238,735 Views

Well you can hide traits from the creation screen, but not abilities. Traits are defined in RaceTraitDefs.xml but if they don't have an entry in RaceTraitSliderDefs.xml then they exist but aren't accessible from the custom race screen. You can make an item, ship component, improvement etc dependent on a race trait but I have had no luck making it dependent on both a trait and a tech. While you can set a state flag such as patriotic with an improvement I don't know of

79 Replies 461,656 Views

If you jack up MinablePlanetChance to 2 and also make all outer planet lanes at least minimum 1 it significantly improves promethion and thulium spawning, as sjaminei said its twitchy and not a hard science, but minable planets combined with more outer planet lane helps alot as promethion is basically a minable gas giant. The change to minable offsets the drop in thulium I had seen previously and by upping the base number as well as habitable planets you can get a quite heavily popula

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Well if its working then dunno, cause the game code says it should be a static bonus per crystal, but wouldn't be the first time GC3 code worked weirdly.

735 Replies 1,238,735 Views

BTW was giving this a test and it's pretty snazzy gotta say. After doing some digging in the files I ran across a couple things, firstly a number of your files have old version data, don't have an easy solution for ya, when your changes are this comprehensive it becomes difficult to track diffs between game versions versus your own changes. I only spotted them because I'm in the files so much and I have an eidetic memory so I can usually recognize the changes across

735 Replies 1,238,735 Views

I've tested using an OnStartTurn trigger with a trait that would go off periodically. The problem I ran into is it requires a parameter for which turn to activate. This means it requires an individual trigger entry for each turn, which is reasonable when its just a few. You could look at the OnPlanetTileOwnerChangeToSelf trigger event, that might cover all non colonization methods of obtaining a colony.

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I'm guessing there is an upper limit to the TerraformTilesOnPlayerPlanets function that the terraformer function used in improvements does not have.

46 Replies 118,982 Views

Updated to Version 1.5 *MAJOR UPDATE please update your mods asap!* Begin V1.5 (Fix)Recoded extreme planet modifiers as they were not engaging correctly when techs became available, now working. End V1.5

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Well I just checked the code, if it's not applying to all planets uniformly its something to do with game execution, the code says it will terraform 5 tiles on every planet regardless of quality, if the game does something else then I'm at a loss to explain why, must be something in the executable code.

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Alright so did some testing today, started an insane map with abundant anomalies and no pirate bases. Spawned and set 2 survey ships to auto survey, first off the nearest anomaly was a ship graveyard, they ignored it for other types. Kept track of how many Ship graveyards they avoided, after ignoring 8 graveyards they finally uncovered one they liked and surveyed it. &

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Yeah unfortunately there is no tech tree agnostic way of changing specific tech costs like with a trait. But with a bit of judicious find/replace you should be able to pretty readily turn any existing tech tree into one for your custom race, and then it'll just be a matter of tweaking your costs.

7 Replies 7,296 Views

I'll do some testing on a no pirates game today. I do suspect that sometimes the AI tries for a ship graveyard and fails to take it, I've seen a survey ship hit a graveyard right ahead of mine and vanish, mine encountered no enemies when it got there. On the other hand I've sent my own ship in inadvertently clicked yes to the encounter and only realized after the encounter window came up that it was an unarmed surveyor. In that case when I send ships to the sam

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Well if you are doing custom races with custom tech tree's you can simply tune the costs of every tech specifically for that race. I assumed you wanted something that gave like +15% bonus to weapons research or somesuch.

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Only the ship graveyards have pirates. I considered adding pirates to the other anomaly types but didn't want to give anyone a nasty surprise, the Treasure Trove is a capsule so it never has pirates.

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Yeah that is my belief too the autosurvey somehow avoids the ones with pirates at least mostly. I've noticed that while the anomaly code uses a % chance for pirates, which by the coding should be checked when a ship arrives, the game clearly rolls that chance at map generation because every occupied anomaly even if you reload the game is always occupied, and vis versa.

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The first and second params are low and high end numbers so it acts as a range. The last param is the quality of tiles to work on, for example the very first terraforming is .35 and doesnt terraform much, putting a zero in there makes it terraform any tile.

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So I did have a look at the idea of coloring anomalies which is a great idea tbh. Unfortunately its really not workable, game deisgn is kinda screwed in that regard in GC3, the actual anomaly models when you get up close and look at them, those I can change, and they are individual to each type already. What sucks is the strategic icon is so limited its not even funny, firstly its just a grid coordinate in a

46 Replies 118,982 Views