Gaunathor

Gaunathor

Joined Member # 2472842
33 Posts 875 Replies 29,292 Reputation

[quote who="Maiden666" reply="1632" id="3615080"] Gaunathor, you just heavily nerfed Yor[/quote] I know, and this is intentional. With Advanced Charging Stalks on +30% morale it's impossible for the Yor to have Iconia on anywhere near max population. The disparity between the morale bonuses on Iconia and the colonies is simply too great. Even with the changes I made it's still difficult, but at least the Yor now reach a higher population on Iconia than before. [qu

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[quote who="Maiden666" reply="1629" id="3614925"] Solution would be to give the Maintenance Grid a planetary moral bonus - and increase its AI to 200 (its oftentimes not even placed on Iconia!). [/quote] I would actually prefer to simply change the MC back into what it originally was. That way the Yor have a proper morale improvement for all of their planets, instead of just for one planet. Though I'm not quite sure whether we should keep the pop-growth bonus or not.

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[quote who="Maiden666" reply="1623" id="3614776"] Torians seem to be not very interested to research category "biology" or "farming" either. [/quote] I think that's part of their AIP. The Iconians behave the same way regarding biology techs. [quote who="Maiden666" reply="1626" id="3614827"] The AiValue of their economic branch should be increased considerably - as these techs are untradeable anyway it won't affect trading. Increasing them by

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[quote who="MabusAltarn" reply="1621" id="3614665"] Wasn't entertainment network going to get its own tech as to avoid ginvg it to races that shouldn't get it? [/quote] It did. That entry is referring to the tech, not the improvement.

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[quote who="Maiden666" reply="1619" id="3614636"] - I'm going to decrease the cost of "Xeno Farm Construction II" to 500 (halfed) because this tech adds only a +1 to the strength of the farms. [/quote] Sounds reasonable. [quote who="Maiden666" reply="1619" id="3614636"] On your other raised questions, I'll do some playing around in order to see what works best within some reasonable ranges. [/quote] Thanks. The Hyperion Matrix and Gaia Vorte

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Alright, here is a test version based on Maiden666s post. Here are the changes: PlanetImprovements.xml Civilization Capital: changed food from 8 back to 16, removed food percentage bonus removed Basic Farm and Minor Farm Xeno Farm: changed UpgradeTarget from BasicFarm to None, changed Cost from 50 back to 40, replaced food percentage bonus with 3 food Enhanced Xen

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[quote who="Larsenex" reply="13" id="3614419"] I am a founder but when I go to the founders vault the page is empty/blank.. [/quote] Same here. I was wondering, if there is something wrong with my browser again. But if others are seeing it too...

25 Replies 79,805 Views

[quote who="MabusAltarn" reply="1613" id="3614413"] Gaunathor I'll have a look at your AT sheet tomorrow. [/quote] Okay, but I don't how much of it would be acceptable for the CU. It basically boils down to a return to the original game in a majority of cases (90%+). My changes to the tech trees aren't included in the sheet, but it's the same there too. Anyway, have a good night.

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[quote who="Maiden666" reply="1610" id="3614340"] What I'm more concerned about is that going back to proper food is not going to solve anything. [/quote] Let's see: &nb

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[quote who="Maiden666" reply="1607" id="3614270"] The Food Distribution Center is also gone. [/quote] Well, it wasn't that good to begin with. The only time it was better to use the FDC instead of a farm is when your pop-cap was at 28b+. Increasing the bonus might have helped, but it seemed a bit redundant after the farms were changed to use percentage bonuses too. [quote who="Maiden666" reply="1607" id="3614270"] Is this really a good approach? Because, fro

2,020 Replies 6,638,091 Views

[quote who="Maiden666" reply="1605" id="3614234"] but this is an old hat, which didn't prevent doubling logistics or multiplying available distribution points by factor 10, or basically the rework of all stock racees setup.... now you propose a minor change and that then becomes a no-go? [/quote] I know. I don't get it either. [quote who="Maiden666" reply="1605" id="3614234"] I guess most people know by now to clear out their files, which, if only a stoc

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[quote who="MabusAltarn" reply="1603" id="3614195"] I'm sure there was a reason behind it but as far as I can tell Minor techs are Copy&Paste from regular techs and structures. Why not use those? [/quote] Because any tech that is flagged as unique to a major race gets removed from the Minor Race tech tree. For example, in a match between Arceans and Drengin, the techs Industrial Revolution and Traditional Research (among many others) will be flagged as unique to the

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[quote who="Maiden666" reply="1600" id="3614106"] Would someone please be so kind as to elaborate what this "break of .raceconfigxml" exactly is? [/quote] If we make changes to the RaceConfig.xml, then the *.raceconfigxml of the players become outdated. Depending on the changes, this may brake the race, because it doesn't start with the techs it's supposed to have, or starts with techs it no longer should have, etc. [quote who="Maiden666" reply="1600" id="361

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[quote who="MabusAltarn" reply="1598" id="3614060"] Sorry, farms aren't unlocked by assigned starting tech they're not part of the problem. [/quote] What do you mean? Basic Farm is unlocked by Industrial Revolution, Slave Farm by Traditional Slavery, and Minor Farm by Minor Industrial Revolution. They all share the same InternalName. In my opinion, that makes them part of the problem. [quote who="MabusAltarn" reply="1598" id="3614060"] If what you sugges

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[quote who="MabusAltarn" reply="1596" id="3613984"] To fix this we'll have to break compatibility with with previous .RACECONFIGXML files. [/quote] Only if the Basic Farm needs to stay. Everything else can be fixed without breaking compatibility. The Entertainment Network can be moved back to Industrial Revolution. We would then need to adjust the UpgradeTarget for Traditional Temple and Minor Hatchling Mound so the Altarians and Drath don't build it. The only questi

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Okay Mabus, if I'm not getting a response from you until Tuesday as to how you want me to handle the bug in the Improvement Editor and the bad AI behaviour caused by giving farms a percentage-bonus, then I'll send the files in to Stardock as they are. Along with a note of the known issues. I'm tired of waiting. [e digicons]:annoyed:[/e] [quote who="admiralWillyWilber" reply="1594" id="3613961"] Maybe after this you could try modding galacticcivi!izations 3. [/qu

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The planetary social/military slider can only be adjusted, if the colony is linked to a shipyard. Otherwise, 100% of the output is going to social manufacturing.

2 Replies 3,651 Views

[quote who="MabusAltarn" reply="1590" id="3613512"]Thanks for proof reading. I'll edit it myself.[/quote] Could I please get a response regarding the issues I've brought up? I need to know how you want them to be fixed.

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The official roadmap still says February 2016. I haven't seen any posts by the devs indicating that this changed, so it's probably still accurate.

3 Replies 21,420 Views

[quote who="MabusAltarn" reply="1584" id="3613284"] I've found several changes that made it into [/quote] You told me to roll the files back to the state they had in post 1521, which is exactly what I did. All of the changes you bring up here were already part of the files at that point, and were explicitly mentioned in that post. The only exception are the Espionage-penalties in the tech tree. That was an oversight on my part. I must have missed some of them during the

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[quote who="ElanaAhova" reply="128" id="3613337"] I am quite happy with your compromise to enable the wheel via an entry in the prefs ini. [/quote] The wheel is available again since v1.5, even without editing ini files. The Coercion ability makes the wheel available for all your planets, and the Bureau of Labor improvement re-enables it for the planet you build it on.

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The Drengin were still using the removed Totalitarian party, and the Category of Xeno Farm Construction II was still set to Biology instead of Farming. That's fixed now. Same link as before.

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[quote who="Spinorial" reply="1572" id="3612744"] I revised the Title screen, to have that fabled infinite black background. [/quote] Looks good, as far as I can tell. I've replaced the old version with this one. However, I'm not sure, what we are going to do with any of the UI changes and/or fixes. TitleWnd.dxpack and TitleBack.png are only still in, because they've already been part of the update as of post 1521 (the rollback-date). Should I remove them

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Here are the new files and the updated changelog . As per Mabus' request, all of the modifications since post 1521 have been reverted. This also includes all of the new UI screens. The only exceptions are: Screens.str [SuperAbilityDescription0] - [SuperAbilityDescription11] and [NoSpecial

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[quote who="MabusAltarn" reply="1568" id="3612657"] After post 1521 (https://forums.galciv2.com/457944/get;3611813) things stop being about fixing and start altering the CU's core game play and data. Please rollback the CU to this point. [/quote] Okay, will do.

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