Ok what I am seeing is wrong here is you have MusafarStar set in stardefs and MustafarStar set in starsystemdefs spellings are different so the game cannot find the body def you are defining so it crashes.
Deathwynd
Skukkuk I think you have confused this mod with Planetary Diversity which is where you will find the Precursor planets. And yes they are very powerful by design but also very very rare.
I think you are confusing Planetary Diversity with Hereward's Planet Traits, as this mod doesnt contain gas planets at all.
The issue with names being too long like you encountered is entirely a UI issue. Essentially in tooltips there is an absolute limit to the number of characters the field will accept. Its not that its specifically limited anywhere but the tooltip window is fixed width, if you look closely in the screenshot you will see the bottom of the text peeping out. What is happening is once text hits the limit of the fixed width of the tooltip window it tried to wrap the text to the n
Ahhh good to know, wasnt quite sure how exactly it worked, I usually just pile like 9 units into each invasion and usually it works just fine. Mostly I just destroy invasion ships before they reach my worlds and when I dont they mostly steamroll me.
I noticed this before there is mention of it in the XSD's as well as an AwardCommander Action and ExpPoints and ExpPointsCap stats I'm hoping this means we'll be seeing ship veterancy and maybe heroes or at least fleet commanders.
For edification amongst the extreme worlds the lesser ones are RelativeWeight 18 while the toxic and radioactives are 23 The RelativeWeights for Extreme worlds in Planetary Diversity are Uncommon at an 8 Rare 4-5 Very Rare 2-3 Ul
Version 1.1 uploaded Changes are as follows Cavern Complexes +50% to Approval (v1.1 lowered to +20%) +50% to Planetary Defense (v1.1 lowered to +20%) +75% to Food (V1.1 lowered to +25%) +50% to Resistance (v1.1 lowered to 30%) <br
Yes they are, Planetary diversity is mod and version agnostic as it doesn't change any base game files. Unless by random chance we have both named something the same and that is highly doubtful. Major tuning update coming out shortly for Planetary Diversity as some glaring balance issues have been pointed out.
Ok I clearly missed something somewhere, World Builder what??? What is this thing you speak of and I will certainly attack it.
I hear ya, and agree on some points disagree on others. To put it simply yes some of these worlds are overpowered, and that is ok because this mod isn't about balanced worlds for that you want something like Hereward's Planet Traits . My mods aren't about strict balance but fun gameplay. I try to keep things from simply being an I WIN button but overall they are never going to be strictly balanced becau
Keep in mind Ultimate Adaptability is a tech only the Iconians get. And since the effects of that tech don't apply to the non extreme worlds I don't really see any reason they should apply to your less extreme versions. Technically if they have a tech that makes them so adaptable they get bonuses to extreme worlds you would think it would apply to every world but since it doesn't I would suggest not worrying about it.
Welcome to the Planetary Diversity Mod. v1.5 (This mod is version agnostic and should work regardless of game version.) Now available on the Nexus. ** Updated to Version 1.6 MAJOR UPDATE!!! Please update your mods ASAP!! ** 1.6 is specifically for the v1.2 Opt-in or later if y
Ok updated to fix the reported issues. (Fix) Tolerant Trait costs were using old values, updated to current mod cost schedule. (Fix) Tuned AI Collective, lowered mass reduction on range modules from 75% reduction to 50% reduction. (Fix) Tuned multiple settings on Nanonics for balance and to prevent a divide by zero error that wa
Loving the new shipset. Amen to the fact that ships and races are not mods, I totally respect the work you and the other ship builders do but I'm seriously concerned that they haven't made any move towards getting mods working on the workshop. Not too terribly worried about functionality though, there are tons of other games out there with majorly complicated mods on the workshop. You mentioned other file hosting, just wanted to tell ya the nexus works very nicel
Thanks guys! I'll take a look at AI collective nanonic and malleable, its possible its creating an unforeseen combo that is blowing things up. And good catch on the tolerant traits yeah those are old values from a pre release version I apparently let them slip through, I'll get that fixed and updated asap. Update: So yeah that lockup on loading was entirely my fault, I didn't vette the combined modifiers closely enough and it was causing a divide by zero lo
Actually they updated this it works in game with no need to restart, you can turn it on and off at will.
Updated to fix a few issues. (Fix) Natural Diplomats, bonus to diplomatic trade multiplier changed from Flat to Multiplier. (Fix) Handy, was adding to maintenance instead of reducing it, this is now fixed. (Fix) Organized, Was adding to maintenance instead of reducing it, this is now fixed.
The Propaganda Center mod version 1.2 Now available on the Nexus. The purpose of this mod is simply to provide those persons who dislike the Large Empire Penalty system a simple, game version and mod agnostic method of disabling it in any game at any time they like. The Propaganda Center is a simple improvement which adds the Patri
Incorrect math operator in CultureTraitDefs.xml Line 1076: Flat This is for the DiplomaticTradeOfferValueMult, I believe the operator should be Multiplier not Flat.
I believe crash data is automatically submitted, which I believe was added with 1.03 IIRC?
Not true, you only need a Game and Text folder there is no need to have the others unless you are using files which go in those folders. I know that is the instructions the dev's gave day one of unlocking mods but it has never actually been true. As to the OP's issue, I don't believe its a problem of spaces in the path as pretty much everyone has the space in My Games. Generally unless two mods alter the same data then they are not able to conflict or interfere wit
Heh actually running a major modding site like nexus is a huge amount of work, check out the sheer number of downloads they have for skyrim alone. In regards to the workshop its partly down to preference and partly down to functionality dependent on the particularities of a given game. For things like torchlight and beyond earth the workshop is kickass. For things like skyrim if yer not wanting alot out of it the workshop if fine but if you want to run a ton of very high end mod
Shipyards have no upgrade system, personally I think this is a needed feature and would add alot to the game even including shipyard specific modules that would allow specialization maybe.