[quote who="joeball123" reply="12" id="3637443"] Consider a weapon which can fire once per time period T has a 50% chance of hitting the target per shot, and a weapon which fires twice as fast with the same chance of hitting on any given shot. Over any given time interval T, the weapon which fires more slowly has a 50% chance of hitting the target and a 50% chance of missing the target. Over the same time interval T, the weapon which fires faster has a 25% chance of doing nothing, a 50%
Tetrasodium
[quote who="pshaw" reply="1" id="3637736"] Tetrasodium, I just tried this a few times and wasn't able to reproduce. Can you submit a ticket so we can help you out more? Thank you. https://esupport.stardock.com/index.php?/Tickets/Submit
I once asked about creating a custom/second type of shipyard during one of the dev streams way back & the answer was (iirc) something about how they were thinking about having different types but didn't think there was code to implement it (at least given the forgotten phrasing of my question). I think it had something to do with making a jumpgate back in gc2, the moving starbases Q would have caused all sorts of problems with how their aoe effect is calculated, calcula
This will be easiest to duplicate on a really large map like insane with LOOOOOTS of other races so you have time, but it's existed since beta I think :( start a single player insane map with a crapton of races (I use like 20+ these days) order of this step seems irrelevant: meet one or more races & research universal translator click end turn during the phase where the ai is doing it's thing, go into diplomacy screen -and- speak
[quote who="erischild" reply="75" id="3634034"] One wormhole to many [/quote] I don't feel that's a grammar thing, your looking at it wrong, but a pun that works well. One wormhole to many [stars/planets/cultures/people]. It sends the ship somewhere random in the galaxy. Sometimes that somewhere isn't very far... but a lot of the time you can meet one or more cultures that you wouldn't otherwise be able
It's complex no doubt, but the complexity meshes well with the fact that a big part of banished is just surviving while the mod gives a lot of stuff you can develop & work towards once your town has reached a semistable plateau of stability.
I picked up banished on the steam sale it was having recently & was really impressed to find a city building game not set in a modern day setting with ,more than a few new takes on things. the fact that it was made by one guy makes it all the more impressive. Once I understood gameplay enough to survive a few dozen years, I started looking at mods & colonial charter is a downright incredible enhancement (although a hundred+ new buildings with complex supply chains would ha
[quote quoting="post"] Hi all, I was wondering if anyone knows where in the xml does it specify what the minimum planet class is for habitable planets when a map is generated. Thanks in advance. [/quote] galciv3globaldefs.xml: 2 6 8 12</P
There is a minimum colonizable planet quality setting in the xml. Even if you explicitly set a planet to be colonizable (via extreme colonization research or explicitly in the faction's starting system), you won't be able to colonize it if the PQ is less than that value. I reported it as a bug back during 1.3 but haven't checked if 1.4 optin changes that due to life
[quote who="a0152570" reply="6" id="3593188"] Quoting naselus, reply 5 The game has a scoring system that does all that already. It does but its bad, no one understands it, you play a massive map , become a total world power, 300 turns later, win and get 51 points [e digicons
Not usually. I'm hoping that 1.4 is going to fix a lot of the key short term "good enough" bonuses that later cripples the ai by mid/late game on larger maps that cause it to happen. I night run for a while longer out of curiosity if the ai is doing something interesting I want to watch (i.e. an unusual hot war or something)... but even then I'm never at any risk of anythingdespite the ai constantly sending messages threatening to wipe me out soon. I have focussector
[quote who="ForesterSOF" reply="3" id="3592966"] yes. do not want to see them all over and everywhere. [/quote] They were originally built for a future version of ILO with some other changes & released now as is just because I'm probably waiting till after 1.4 for that. 25 costs 2.25 credits/turn 75 costs 5.25/turn, 250 costs 14.25/turn. I was also hoping someone at SD would post the syntax to start core races with a starbase (to give them jumpgates and make bu
[quote who="ForesterSOF" reply="1" id="3592925"] How about also adding the requirement that you need 2 Elerium or 2 Durantium withing 5 spaces so can power it. [/quote] I doubt that's possible. mining starbases work like this: Mining AreaEffect StrategicResource &
[quote who="eviator" reply="48" id="3592860"] Quoting erischild, reply 45 When you do more research in the future, do enough to know that Stardock is worth more patience than many other vendors. It will help you set realistic expectations and avoid disappointment. In the meantime, enjoy the new AI!
I've been playing around with JumpGates for possible inclusion in a future version of ILO but have been hesitant to release them due to hoping I could get the syntax for a starbase to add one to starting races and make -building- the most powerful ones epically expensive (effectively thereby turning non-core races into minor races & prevent too many from being created), but it doesn't look like that's going to ha
I've got a couple Questions for the devstream Question1: I have jump gates working well in a mod & probably in the next version of ILO (another mod). I'd like to start at least the core races with a jumpgate, but there is no xml to pull the syntax for a starbase & specific modules to hook into a modded StaticShipBlueprintDefs.xml. The savegame files appear some kind of non-ascii thing, so I can't pull f
I've been playing the snathi & trying to get a handle on them mostly, but have noticed a couple nice ai improvements They seem much more likely to use starbases to expand their range to the other side of a neighbor well before colonization is complete (a good thing) Races trapped against the wall in a pocket of another race seem much more likely to reach out that way than races who get lucky with a nice big glob several staggered savegames here
[quote who="a0152570" reply="5" id="3592708"] That would work for me provided diplomacy was at a point where you would know they had formed an allance [/quote]Both Brad & Paul have stated there are a lot of ai/diplomacy improvements coming in 1.4 (and? 1.5)and given examples here and there. I think we will need to wait to see the 1.4 ai changes Brad/Frogboy described before speculating muxh about 1.5
flood thing? Yea those kinda things would be nice to see occasionally
dyson spheres & ring worlds are probably well beyond the tech level displayed in the game by anything but that [recursor swarm anomaly that finishes projects. a bishop ring is probably closer to being "almost" in reachif futurists of the time are to be believed. an O'neill Cylinder would still be a massive undertaking, but probably clos
[quote who="joeball123" reply="19" id="3591980"] You only get one of these, and the second is actually a growth penalty; why you brought it up in a discussion of whose growth is faster I have no idea, as it penalizes natural growth and does nothing to artificial growth. [/quote] the list was mosytly made because I noted it a while back when I was working on ILO (as noted in the post). while it's true that it would take a long time for a population to use massive fo
[quote who="a0152570" reply="16" id="3591974"] Quoting Tetrasodium, reply 15 yes significantly since you can put off researching weapons techs while researching other stuff while your fleet of pirate ships bluffs your military power up a 2/0/0 0/0/0 with only 2 movement and no life
[quote who="jacate" reply="13" id="3591964"] EDIT: Wouldn't having lots of pirates benefit them as well? Don't have to build as many crappy ships if you can just take them from Captain Jack. He never could hold on to his ship very long any way. [/quote] yes significantly since you can put off researching weapons techs while researching other stuff while your fleet of pirate ships bluffs your military power up
[quote who="joeball123" reply="12" id="3591957"] Quoting Tetrasodium, reply 11 Probably because birthing subsidies, growth enhancing improvements, growth enhancing planetary doodads & various traded growth enhancing techs stacking together give the even the thalan ridiculously better growth than you can get from assemb
[quote who="joeball123" reply="10" id="3591907"] Quoting MottiKhan, reply 8 They didn't take birthing subsidies out completely? It's not even an option in my current game. I assumed it was removed for everyone. My pop is only growing at 0.3 per turn. Maybe it's just the Snathi. I've been going with the infl