I want to create a building which adds increased sensor values, but IDK where the planet sensor values are defined so I am not sure what value to modify. Anyone know? To clarify, I want to give the PLANET better sensors.
ManiiNames
[quote] (opt-in #3) Increased the Sensor Power of higher level Ship and Starbase Components and Modules. [/quote] Huzzah! [quote] (opt-in #3) Starbase request feature now can deal with constructors that provide multiple modules. It will keep using the same request if the incoming constructor has multiple modules. The labels in the shipyard will only show the first module the constructor is building. [/quote] Huzzah! [quote]
Thanks for update #3!
Issue: "The Scout" event (Line 636, data/Game/IdeologicalGalacticEventDefs.xml) needs adjustment to account for changes in Sensors. Current values look like this: SensorPower Global Ship
I'd happily trade some resources for a L16 planet.
For me, playing single player, this falls under the heading of "Don't do that."
I have this happening in my current game as well. Could provide a save if desired.
Noticed the Temple of Enlightenment (Ideology Building) is finally RESEARCH based, instead of approval! I am not a politician and I approve this message.
MovesCap Starbase Flat 1 ^^^ is the only thing you changed though, correct?
I am experiencing the same issue.
I've installed it quite a few times over the last couple of years. Never seen a limitation.
[quote](opt-in #2) Item trade costs are adjusted based on relations and difficulty. [/quote] REALLY noticing this one. It is making things much more painful for me, and that's probably a good thing.
Experimented a bunch more, the "Instant" tag doesn't work in this instance. What I will probably end up doing is modding the Starbase modules with something like: StrategicRepair Starbase Flat </Bonu
I thought about strategic repair but had not considered the "instant" tag. That should make it instantly heal, but only the one time. Yes?
[quote who="ManiiNames" reply="429" id="3630388"] Q: Which file contains the definitions of your new minor races? I can't find them. [/quote] [quote who="Gauntlet03" reply="430" id="3630409"] Go into the GRM folder and look at "0-GRM FactionDefs" [/quote] I modded your file to remove the colony ships from the minor races. I decided I could live with the fact that there were now a zillion survey ships (from pirates and Minors) but I couldn't
There does appear to be a trigger for OnConstructModule , I lifted that from the Mercenary which adds the big influence module to a starbase. However I can't seem to get this trigger to fire. Any thoughts?
Goal: I am working on a mod around starbase hitpoints being augmented through modules. Current Implementation: To add health to a starbase I am using "HitPointsCap" and then adding say +50. Problem: When I add hitpioints in this manner it raises the cap, but not the current value. So my starbase now has 200 / 250 health and has to slowly use strategic repair and heal up to 250. This kinda sucks. Anyone know of a good way to set or augme
Q: Which file contains the definitions of your new minor races? I can't find them.
Other projects will swallow the overflow resources, but they will also provide benefits. Military project does not, that's the bug.
Yep, it's been around for a while.
Issue: Pirate Survey Ships are stealing my anomalies! Background: I enjoy roaming around looking for and exploring anomalies. It's something fun to do in the early stages of the game while planets are being built up. Question: I am very comfortable modifying code. Where in your codebase would I need to go to delete pirate survey ships from existence?
Thank you Pshaw.
if someone knows please tell me how the formula works.
I play on a superwide monitor, 38something x 1440. Single GPU, game works fine but it does slow down some eventually.
Q1: Why do they like me? A1: There are a lot of things which go into whether a foreign race thinks you're good or not. Ideology does impact it, with opposites being a -3 diplomacy modifier, but it's not the be-all-end-all of why relationships work. Within the main diplomacy screen (the big ring with you in the center) mouse over one of the other races. It will show you all (most) of the modifiers which are impacting things right now.