Depending on your game preference, you may be better off looking into Star Trek: New Horizons mod for Stellaris. It is an extremely detailed and fleshed out mod at this point.
ronnie76
[quote who="Frogboy" reply="39" id="3609493"] Quoting Wotan2a, reply 38 " Every game has a guy or two like him. You eventually just have to tune them out or you end up just not visiting the forums anymore. " Seriously Frogboy? As of today the thread for the mod constructed by Naselus has&
Fee free to use any parts of my Starfleet Academy mod and Genesis Project mod. I can also probably make some minor changes if you like.
Quick update to try to get it working with 1.5
Tetra, EDTA or pyrophosphate? [e digicons]:grin:[/e] I was hoping to find a way to edit each cultural trait's cost rather than edit each event's and improvement's point teward amount, but I'm unable to find where the cost values are stored. Maybe I'm just overlooking?
[quote who="Tetrasodium" reply="11" id="3583782"] Quoting ronnie76, reply 9 Did you increase ideaology point aquisition rates? I found they needed to be increased for balance in my personal mod when using my custom insane Milky Way map that has less than 100 habitable worlds. <br /
[quote who="wpkelley41" reply="9" id="3583776"] I agree with both of you. Your right, the GalCiv2 map editor let you assign races to the planet on a drop-down screen. That would be much more efficient. I was merely trying to point out a solution, if you didn't know it was possible. [/quote] Sorry, wpkelley41. I totally did not mean to downplay your discovery. It was a great find and a big help so far. Also, not sure if I ever thanked you in your original t
[quote who="wpkelley41" reply="5" id="3583707"] Folks, your mistaken. We have total control over starting positions. All you have to do is keep track of the order you place worlds, and then match it in the game creation menu. If you want a specific race on a specific world, just make certain they match up. The first one you designate should be the human player, your home world. After that, just make sure the next planet you place, and designate "random AI," is the first race you select a
Did you increase ideaology point aquisition rates? I found they needed to be increased for balance in my personal mod when using my custom insane Milky Way map that has less than 100 habitable worlds.
Personally I'll probably wait until Nov 10th for significant AI improvement. After that, I'm sure I'll be busy learning to play and mod FO4, then probably on to Stellaris Springtime next year.
[quote who="naselus" reply="14" id="3583402"] Quoting ronnie76, reply 13 I was able to mod in another hull class by editing the schema during 1.1. It was a little buggy, so I abandoned it in favor of just creating a component that provided a negative mass. Maybe new resources could be added in via schema editing <br /
Will certainly be added in, either via patch or DLC. The diplomacy component of GCIII in reality is still in beta with the vast majority of its functions not enabled yet.
[quote who="naselus" reply="11" id="3583365"] Quoting Petri Kokko, reply 10 Plus, did Paul say he'd look into the "non-moddable resources" (even though your question suffered from the "broken phone" effect...)? That would be good. Hoping to look forward to your resource-stream-economy-mods... <
Seems like adding new anomolies update in save games Seems like changes to improvents don't Is there a list of what does and doesn't update for save games?
[quote who="Tetrasodium" reply="32" id="3582445"] @erischild, as naselus pointed out, Ai isn't a simple one component thing, there are a large number of different specialized components working together to make up the whole sum of what gets called "The Ai" i. Some of those components are pretty good, some of them are a bit touched in various ways, some of them are failing to consider important things or considering what should be unimportant as impo
[quote who="naselus" reply="292" id="3582165"] Updated to 1.2.2. 1.2.2 changelog * Massively simplified AI tech weighting. This should make future adjustment easier. The AI is not presently more likely to pick the right tech, but IS more likely not to pick the wrong ones. * Universal Soil Adaptation changed to 60% land mass (from 0). * 4 new buildings, attached to governance techs,
[quote who="Dan4GS" reply="18" id="3582184"] Love the mod (at least the concept). I'm sure I'll love it more when it gets working, I have the same tech problem as stated in the thread. I can start a game with the Arceans but can't seem to load one after starting it, making it unusable at the moment. Great work, though! Look forward to the finished product. Thanks for the effort! [/quote]In the M_Arcean Tech Defs file,
Makes sense. In vanilla, for me the move from Genius to Incredible forces a huge change in game play. On Genius I can have what I would call a logical plan of expansion and still be competitive when war comes. By logical, I mean spending time exploring to get an idea of the immediate area around my home planet, then building colony ships when appropriate (either when I have an overcrowding issue, when I find a 10+ qorld, or when it is apparent that I can create a cohesive
[quote who="dragoaskani" reply="22" id="3581895"] Could be that you are just kinda coming off as a dick in the end, even if your critiques came from a sincere place. [/quote] Maybe, but none of my initial posts were personal attacks, and all were written as constructive feedback (albeit direct).
[quote who="naselus" reply="287" id="3581877"] Quoting ronnie76, reply 286 All in all, computer controlled players' behavior seem to be much improved to me. Though, I haven't had time to play more than about 50 turns on Genius setting. I usually do not do any testing on Incredible or Go
All in all, computer controlled players' behavior seem to be much improved to me. Though, I haven't had time to play more than about 50 turns on Genius setting. I usually do not do any testing on Incredible or Godlike, because things seem to usually go very wonky. Is that because the game simply gives those faction whatever ships and money they need no matter the specific circumstances?
[quote who="marigoldran" reply="20" id="3581866"] Quoting Larsenex, reply 18 This thread is screaming for a lock. Seriously Ronnie if you think you can do better, please do so. I am seriously enjoying the game but seems some folks are always unhappy. You all need to stop implying that the
[quote who="Larsenex" reply="18" id="3581817"] This thread is screaming for a lock. Seriously Ronnie if you think you can do better, please do so. I am seriously enjoying the game but seems some folks are always unhappy. You all need to stop implying that the folks at stardock made a concsious choice to delivery what you feel is a poor ai. They did not. and further more it is not (a poor ai). <br
[quote who="dragoaskani" reply="16" id="3581614"] Quoting ronnie76, reply 10 They have not been addressed to date, yet the powers that be at SD decided to dedicate precious resources to creating the ME DLC. I believe what most individuals in this thread are saying, is they would happily pay for and improved AI DLC if that
[quote who="BuckGodot" reply="11" id="3581587"] Quoting ronnie76, reply 10 Any guess as to why I don't see the error? If you still have the mod installed and in your mod directory? None whatsoever, I'm afraid. [e digicons]:)[/e] [/quote] F