there are different qualities of unusable tiles , it might ne that a given planet just doesn't have any tiles of that quality left to give I think... In a parking lot on my phone
Tetrasodium
I admittedly am still learning them. but they are pretty powerful. get scavenge up high & camp out by enemy planets, send their own transports against them. Play them more like the yor
anyone at Stardock able to she'd some light here?
[quote who="peregrine23" reply="5" id="3591476"] This isn't an exact fit for your question, but I find the Yor tree combined with the synthetic trait to be the most powerful thing in the game. The ability to fully load a transport and have max population back on your planet in a turn or two makes invasion a breeze, while you can start to spread your pop too thin with an organic race. Hives are definitely #2 though. [/quote] Yea, thalan is "wow this i
yea, very worth it. SD is kind of the opposite of EA & keeps updating/adding to their games after release. The last update 1.3 made a bunch of ai improvements , added a pretty cool new race (snathi) & accompanying campaign for it. There has already been a lot of info given about what will be in the next update (1.4)
[quote who="psychoak" reply="13" id="3591162"] I had dual monitors 10-15 years ago too, it's hard to get anything done with just one. [e digicons]:)[/e] I had this sweet 1600x1200 native resolution NEC for a primary, it was beautiful, and 80 pounds. People that don't have them just haven't learned yet, it would be impossible for me to function efficiently on a single display even if I were just using my system to play around and didn't make a living on it.&nb
[quote who="peregrine23" reply="1" id="3591090"] 25% of players have multiple monitors This is higher than I expected. It suggests to me a high % of hardcore players, but maybe multiple monitors are more common than I realize. [/quote] its not that surprising. fuel monitor outputs (vga/dvi with an hdmi especially)has been ridiculously common for Years now & it's not uncommon to see lcds
[quote who="Gauntlet03" reply="6" id="3590928"] Very doable, I've done it, but I don't have the skill to teach the AI to combat it. Also, I felt it was too good for the cost and range of a MSB. I think a unique ring with a very small range is better. [/quote]I did it accidentally in a version of ilo I was testing out by giving various flavors of move penalties to military/mining databases & because cojstructor
I'm working on balancing jumpgates & a few other thingsinto the next version of ILO. Now I'm at the point where I want to add them to stock races on turn0 and need to figure out hoe to add a functioning starbase with specific modules to factiondefs but don't have anything to work from as a starting point. I need to do specific modules because it would be gamebreaking in multiple ways to start with a fully upgraded jumpgate can
[quote who="naselus" reply="3" id="3590473"] Quoting Tetrasodium, reply 2 That's too bad, it should probably be a global setting that can be overridden on a case by case basis in factiondefs or custom race equivalents. I don't have any immediate plans to change it, but I could see how changing the starting pop values glo
[quote who="naselus" reply="1" id="3590446"] Quoting , quoting post on a side note, notably missing from that is the 10mil pop given on turn0 to civ homeworlds. I'm not sure where/if that's stored somewhere but considering I wanted to mod it during beta for a race & one of the reasonably recent devstreams
In light of Brad's recent post about dev work is allocation, I wanted to move some of the changes in ILO into improvementdefs/techtrees and out of things like Galciv3GlobalDefs.xml, but I can't because RequiredStarbaseSpacing isn't in enumeration RequiredStarbaseSpacing Queue &l
Like Naselus said, all of us know parts of different things, for example... Gaultlet's race mod links to a guide to creating custom ship sets for custom factions . if you have specific questions, you have to ask them before anyone can say "oh it's xyyzz" or "umm... it looks like, I think xxyyzz"
[quote who="Frogboy" reply="17" id="3590209"] There are two different discussions here: Mod support and Steam workshop support. Steam workshop Many mods can easily break the game for other people if they forget to include something. Hence, some sort of Steam workshop support for just all mods is not going to happen. Ever. There are many other paths that might be possible depending on what Steam supports. For instanc
[quote who="Gauntlet03" reply="15" id="3590103"] Well it'd be a separate mod file of course. I have one, that I think largely fixes my personal peeves for Starbases. It... 1) adds a speed boost module to econ bases, less efficient than the military one. 2) Sensor improvement that increases sensors by .75 of the base, available to any base. 3) +2 range improvement available to any base, no techs. (helps with mining spam).<br
[quote who="Gauntlet03" reply="13" id="3590096"] PS: Confirmed, Naselus mod seems totally compatible. [/quote] ILO too, I've had GRM installed since well before I even started on that [quote who="Gauntlet03" reply="4" id="3589856"] very purposely have avoided content that would conflict with other mods... [/quote] out of curiosity, what sorts of content would you include if you could avoid conflict?
I'm not sure if it would realistically be possible to make a "comprehensive guide to modding" simply because there is sooo much you could change in soo many areas, it's like asking for a "comprehensive guide to medicine". there are a handful of more narrowly focused ones like the race guide linked, naselus's recent one for ai modding & something ekse further back. I wrote a couple basic generalized ones during beta too Basic modding guide <a href="ht
[quote who="joeball123" reply="13" id="3589983"] Quoting janhardo, reply 12 Why not minefields around a SB to slow down a enemy fleet ? Because minefields in space are usually one of the stupidest concepts in science fiction, especially with an unconstrained FTL system such as is used in the G
[quote who="naselus" reply="8" id="3589992"] Quoting Gauntlet03, reply 7 I believe Frogboy made much the same point on numerous occasions about how the AI wasn't really that relevant to sales/play since the vast majority of players never went beyond normal, or for that matter, beginner. &n
with the tech cost multipliers able to offload the work of editing 4000+ researchcosts by hand through changing 6 techinflation variables as needed, I find myself with a -lot- more time to actually improve ILO with new stuff. Specifically I am implementing jumpgates(and sorta have locally)... Now I want/need to add a starbase with some modules to any race at the start of the game before I rele
[quote quoting="post"] Ok, we're now past 1.3 and the dev streams have been very non-commital "that'll be in 1.2," "that'll be in 1.3." This is a sandbox game where the big selling point is scale and modability. Well, having a choke point where we can't easily install and uninstall new buildings, new shipsets, (even new colors), is really get tiresome and might have already killed any kind of large-scale modding community before it even got started. The number of new mods
Could also be the governors make the ai able to actually say "hmm... this planet is being overrun with that guy's influence, let me build some extra influence things here"
[quote quoting="post"] I mean, have you EVER referred to yourself as a 'Terran' or heard anyone else doing that??? The only time I ever heard the term 'Terran' was in cheesy sci-fi movies and I know this game is above that! [e digicons]|-)[/e] (this post is not to be taken entirely seriously ... but it still kinda bothers me a bit. One of the reasons I never play as ... ourselves.) [/quote] Who is
[quote who="naselus" reply="6" id="3589633"] Quoting StellioPaultos, reply 4 Um btw. . . . . . why hasn't anybody mentioned drive size ignoring your hull size ? I think it's cosmically absurd that tiny gnats must haul the same hyperwarp rig that propels your deathstar in o
[quote who="XWerewolfX" reply="18" id="3589577"] I appreciate the work on the AI, but when will invasion mechanics be improved? [/quote] while an involved invasion mechanic would be cool & all, I suspect it would require a nontrivial amount of effort/work to implement such a thing & there are still a good number of things like the ai & compounding multipliers that need addressing. Trying to do, or even plan, both at the same time would be a mess simply from