[quote who="Syntax_VI" reply="416" id="3589627"] Just noticed the Drengin tech tree Arena (2nd level happiness building) technology fails to load a picture when built (just a black hex). Not sure if its linked to a pic, or just something that will clear itself up when I restart the game. RE the missing overlord / pirate crash. I started a new game to test drengin tech, if the game spawns the mega pirate event (and we assume I download your latest update
naselus
[quote who="Annekynn" reply="413" id="3589620"] Btw is there any way to configure this mod to return minor race status back to default? [/quote] Go into factiondefs.xml and set them to minors in there. Personally, I can't really see why anyone would want to. A minor race in my games is anyone with under 20 planets when the empties run out, rather than someone God has declared shalt not build colony ships...
[quote]1. Many of the Governor Defs De-emphasize morale. This doesn't matter much in the base game but with how you made morale a significant modifier to a planets production and ability to resist invasion the AI can get stuck with a bunch of planets just sitting there waiting to be taken.[/quote] The governors all have an approval building for every farm in their listing, and most have an approval building listed as the second or third thing they build - long befor
Must of missed them in the pass. Will add for tonight'so release
[quote who="StellioPaultos" reply="20" id="3589399"] Like I might want to see an IN-GAME thorough tutorial explaining and demonstrating how ship roles (assault, guardian, interceptor, etc) affect targeting. What's the decision tree, when your "primary target" has exactly the defense type that blocks 80% of your attacks, while a juicy small hull-size mosquito is right nearby, begging as it were to be blowed up? [/quote
[quote who="Frogboy" reply="12" id="3589381"] But I do not like the command economy style we have now where our citizens are treated like robots working at the command of the supreme dictator. [/quote] Simple solution to that. Rename 'Production' to 'Tax Income'. Add 'Spending' to the end of manufacturing and research. And then change econ to 'Savings'. Now, through changing four strings, I've ju
1.3.3 sneak peak (ETA tomorrow) [quote] 1.3.3 * Added Snathi Star. * Re-added the 1.2 versions of the adjacency level bonus tech texts * Tweaked Diplo modifiers to make AI less pissy. * Added planet Snathi. * Removed Shipdefs.xml, since it's unusued. * Added Snathi ship class defs. * Swapped armament of guardian and interceptor fighters. * Diplo rework: * UI now scales diplo to 100, same as the totals do.<br /
The basic system is a bit weak, tbh. It's a nice concept but in practice it's not great. Vanilla currently offers a system whereby the best fleet actually mirrors an MMO raid group - a tank or two, a support or two and a bucketload of DPS. 'Escorts' should be the majority of a fleet, not the one or two ships with a metric ton of armour strapped to the front. It feels incredibly gamey. What I'd like is for the way ships are given roles to be changed.
From the change log, which is included in the download and is a good place to look for answers: [quote] * Assault fighters now have beams, drones have missiles and gaurdians have kinetics. There's no difference between them in DPS terms, and all carrier modules now cost the same. [/quote] As for the role, the game determines that itself from checking the ships value and threat levels. It's extremely annoying; I spent severa
[quote who="wpkelley41" reply="25" id="3588789"] A little enlightenment please. I purchased it, but haven't played a game with it yet. As far as the sandbox goes, how is this the best DLC ever? What changes can I look forward to? Thanks all. [/quote] Um, because there's not a massive amount of competition for the crown? Not a dis for the DLCs, but we've had a map editor, the (largely game-breaking) mega events, and now a new playable race with tech
The same is true of planetdefs.xml, stardefs.xml, and shipclassdefs.xml.
[quote who="Annekynn" reply="400" id="3588858"] Also what determines what weapons your carriers fighters use? [/quote] The module you use. Assault fighters use lasers, guardians use missiles and drones use kinetics (iirc)
[quote who="a0152570" reply="399" id="3588853"] Quoting naselus, reply 398 Kinetics are the best counter, since they're longer range than the lasers ?? Did you change this in your mod, in vanilla kinetics are the shortest but fastest firing [/quote] Yes,
Carriers just are insanely op in the game, since they carry small ships with no warp engines. I actually nerfed them compared to vanilla. It's just that the vanilla AI never uses them. Kinetics are the best counter, since they're longer range than the lasers and fire much more rapidly. They do less damage, but fighters only have about 20 hp so it doesn't matter.
[quote who="Annekynn" reply="394" id="3588731"] Ah its not 29 ships, its 11 ships that are almost all carriers, and my capital ships entirely ignore the carriers. Wonderful [/quote] Use kinetics. Extremely high rate of fire will decimate fighter swarms.
Just need to c&p the ship class defs. Have added for the next release.
[quote who="barrybeal" reply="389" id="3588614"] Issue with Snathi appears partially to be with the Snathos Home System definition although switching from Dregin to Snathi Tech Tree also causes the game to hang up. The Snathi Tech Tree is non-standard - created from base tree long ago (per last week's Stream from Paul) and may have some strange techs in it. Might ask Brad or Paul to let you look at the DLC. Probably a minor issue somewhere in either the Ship designs
[quote who="crazyewok123" reply="5" id="3588646"] 2 minutes preferably [/quote] With the same amount of RAM but a 3.4ghz processor, I'm getting under that with a 40-person game in turn 300 on a map with 1200 planets (i.e, twice what you can get in the base game). RAM is the key tbh.
It's going in 1.4, I think they've been fairly clear on that. If you want, I can cobble together a small mod that lets the AI use the planetary wheel properly so you don't thrash it every game. It's actually pretty easy to do - you just define a set of AI governor bonuses with 100% offsets, reference them in the governor defs, and then you're good to go. The AI is frighteningly powerful with them.
[quote quoting="post"] So what realistically can I play size wise before the turn times become unbearable? [/quote] Define 'unbearable'. Some people can't stand a five-second wait. Some people don't mind anything upto 5 minutes.
It's called 'grudge'. Here's the relevant code: [quote] 0.5 25 1.0 1.5 [/quote] I think
Tech companies often use a 1:1 exchange rate. No one is entirely sure why.
Try swapping the mod's mapsetupdefs.xml with vanilla's. I don'the have the Snathi DLC so I can'tell see what the problem is, but someone else had similar.
I'm seeing invasions with the setting on 256 too, so that's not broken either. Might be occasional?
1.3.2 released: [quote] 1.3.2 notes: * AI no longer builds Manufacturing improvements on non-manu worlds. * Doubled base colony growth (to 0.2). * Reduced maintenance costs on weapons, life support and engines * Increased maintenance on higher-level defenses. * Reduced maintenance on cargo hulls. * Terraforming improvements rejigged to make early ones less powerful and later ones more relevant. * Increased score value of tec