Grats Psiyon! :)
Dumhed
I'm thinking the answer is no... but I am wondering if there is any way to create a tech which is the same for all factions without having to create separate techs for each faction and their tech trees. I am working on a terraforming mod which utilizes rare resources (unfortunately cannot consume them, but can tie them up, take a long time, and cost a lot... so harder to abuse)... but I would like to add a total of 4 techs. It is just a pain in the butt to have to cre
It works fine for me. Just in case something happened to the design folder I just recopied all the designs and stuck them in and replaced the old files.
*sigh* Part of the problem is I have fully edited mod... not just the faction. It has added techs, improvements, ships, starship modules, etc. All it takes is for one system to change or no longer match. I'll look into it. I dunno if voters are downloading before voting. But if so... I'm DOOMED!!!! :p
(in post above, added a version of my faction without ships for those who don't want to bother with it). Ideally, someone at stardock would be willing to zip those two files up and post them as the downloadable file on the voting page. I'm afraid no one will get a chance to try my mod. :(
I'd be in favor of a bit of nerfing.
yeah, It looks like perhaps the image is saved into the faction file... that is my guess.
K, checked the other Downloads, Cladjinn Resistence: it is a bad link. Can't download. Favixi: in the zip, and in the 00000130.zip move the contents into a folder called "Favixi" in your Mods Folder. (you have to make the folder). This one crashes for me. Kuja: download the one I posted above instead. The one from the voting page crashes because of changes in Beta 6. Spefields Socieity: in the zip and inside the 00000101.zip,
[quote who="Bamdorf" reply="18" id="3543097"] i downloaded the kujo as recommended but it crashes on startup. Let me check the others again. The ones that have four entries, 2 text and 2 files, I don't seem to get to work. [/quote] For mine, if you download the one from the faction voting page, that one will crash if you try to start a game with that faction. The one I posted above should work. In this version, though, the s
Can you point to a specific one? I'll try to give instructions based on that. (I noticed that the downloadable file for my submission has a different structure the other ones. I don't know why they didn't just make it all uniform.... maybe it is because they had to convert some from those who submitted a game-created faction, as opposed to an xml created one). As an example, I looked at the Favixi by pendrokar.
I haven't looked at all the submissions but several have a mod folder in them. The directory structure doesn't look consistent in the zips. But, you find that zip that has subfolders (Game, gfx, text, etc) in them. And unzip that and place into your Mods folder. Does that make sense?
Kuja Faction Thanks for including me.... But the submissions were done before Beta 6 and the game version 0.9 made a small edit to the way ships were called... making my mod not work. So for those of you who want to try my faction: http://www.mediafire.com/download/0628u52xavqsafc/Kuja_Faction_WithShips.z
@alpha perhaps you'll notice also that some of the people who have defended the new "strategy" have also admitted that to make it viable, things need to be rebalanced. I've said that I like the concept but thinks it needs balancing and some editing to make it yield the kind of strategy and choice that make it meaningful. As for the direction of gaming... I can think of many modern games that are more limiting and streamlining than games of a generati
I mostly like it. I think things need to be rebalanced to make choices viable... and I think there are a some optimizations in there that probably should not be mutually exclusive.
[quote who="BuckGodot" reply="31" id="3542122"] Quoting alphaprior, reply 27 Just uninstalled GC3... goodbye [e digicons]v_v[/e] You realize it won't be that hard to mod out, right? Given the heat that this is generated, I won't be surprised at all to see many Day 1 (or perhaps
[quote who="Ex Mudder" reply="7" id="3542090"] Quoting Illauna, reply 6 @Dumhed there really is no reason to pickup starbase sensors. They why are they in the game? [/quote] I am agreeing with you, you know that right? :p
The reason it is silly is because this is not really how it seems sensors are meant to work in the game. If you consider Starbases, the sensors on the bases are upgraded/replaced as opposed to cumulative. If ships have 40 sensor range, then really, there is no point in having starbase sensors since the ships sensors will be far more powerful.
I agree. Stacking sensors is... just silly. Its bad for the game. And it even makes no conceptual sense. Though... now you have me thinking of making an Eye of Sauron.
I'm holding off on modding this thing because I wonder if the devs will make any edits to the system before release. Doing a full mod on tech trees is... tedious.
Conceptually, I much prefer a game where my choices make a difference in the long-run. It makes the choices meaningful. So, in concept, I much prefer having some areas of specialization which allow more strategy and planning. In the ideology system, unfortunately, it is sort of a free for all - I would want them to be mutually exclusive, but would prefer if you have more points in one ideology, then the other ideologies cost more. The game really does need something
This one just never seems to go away. It just pops up every now and again for the last few betas. (I'm pretty sure several of us have submitted tickets on this in the past). Anyway, submitted a new ticket ( #BER-603-46627). Hopefully this thing can get knocked out. (I have updated graphics drivers and all.) <img src="http://content.screencast.com/users/Dumhed/folders/Jing/media/65327f9b-c2f6-4bf5-bf
Yep... it is still in Beta 6.
I am in favor of having some techs have specializations/focus (chose one and then unable to chose the others), while others are optimizations (still able to choose all 3). It just makes conceptual sense. This allows for some restriction and meaningful game choice effecting each playthrough depending on your choices for those focuses/specializations. This also expands the tech tree back a little bit, allowing more optimizations to be available.
I've debated about this with myself. I do like long tech trees. I also like the idea of mutually exclusive specializations. After all... its called specialization. Though there is inconsistency in the language. A specialization seems more likely to be exclusive. An Optimization, on the other hand, need not be. The tech trees will certainly grow over time with the addition of other features (like espionage, etc). But as it stands, there are