[quote who="ForesterSOF" reply="4" id="3579655"] If a resource was used in maint like it is used for nuclear reactors then I agree ships should have to be scrapped. If it is only used in construction then like it is. [/quote] Well, that's just the point - the way resources work in-game presently only makes sense if they're used for maintenance. I've no objection to a stockpileed system instead, where resources are accumulated and spent;
naselus
The stock designs are appalling, but then again the AI uses them too so really you're just giving your self a level playing field. Watching battles takes too long, and the results are often incorrect anyway (you can regularly watch your ships vanquish the enemy in the field, and then return to the main map and find they've actually all been destroyed). Zooming all the way out can make it a little harder to play in tight tactical situations, but does no real harm beyond that.&nbs
[quote quoting="post"] - Is there any point to weapons specialisation? Isn't it better to build ships that have a good mix of all the weapons and defences?[/quote] Depends on what your enemy is doing. IF he only builds laser ships, then there's no point having PD or armour; your ships are pound-for-pound less useful than a ship which only had shields would be. If your enemy is mixing a lot of ships in, then it can be useful - but even then. the threat syste
[quote who="BuckGodot" reply="234" id="3579411"] Thanks, figured it was something like that, but I wanted to make sure there wasn't something triggering them in your game that I was missing. As for the point about cheapness, I see where you are coming from, but is it really that much different than spamming the ideological buildings everywhere? Not having to put up with the micro of building the blessed things might make a lot of difference. And if the growth of the
Updated to 1.1: [quote] 1.1 changelog * Fixed colonizer bonus. * upgrades now cost the same as the base building. * Yor Quantum Matrix converted to a wonder; now gives global bonuses. * Intimidation centre now gives +0.5 approval globally, so having lots is more intimidating than previously, while having less is less intimidating. * Missionary Center now gives +2% influence globally, so more of them means more influence everywhere.<br
[quote who="marigoldran" reply="51" id="3579353"] Stardock should hire me for game design. I can't program, but man am I good at min-maxing and pointing out and taking advantage of flaws in game mechanics. I have a natural talent and passion for this. [/quote] From what I've seen, you're very good for QA (which is pretty much how I've been using you for a month). Less so for actual design work, which is more about comin
[quote who="BuckGodot" reply="231" id="3579278"] First off, as you might already be aware, this mod is not currently compatible with 1.2. [/quote] Yeah, I've presently got 2 versions of the next release - 1 for 1.12 and 1 for 1.2. I don't know what they've done, but 1.2 runs way quicker on my machine; soaks get to turn 150 really quickly. So I'm devving on 1.2... might put the 1.12 version out now in fact. <div
1) yes. 2) factories make individual planets produce more manufacturing output, which emans more buildings and ships in less time. 3) factions that are out of range generaly discover you from wormholes. They declare war even when they're out of range because they are idiots.
[quote who="marigoldran" reply="129" id="3579258"] Did I write in all caps? [/quote] USUALLY
It's not really an exploit. You're paying for the upgrade. In fact, you're paying way more than you would be in manufacturing costs. Of course, constructor modules are pretty cheap, especially by late game, and credits are even cheaper.
[quote who="Echillion" reply="1" id="3579214"] Because it would be unfair if you lost half your fleet because someone blew one of your starbases away? But you wont be able to build more until you either regain those resources by rebuilding the lost starbase or building a new one somewhere else. [/quote] If the resources were that important, people would put more effort into defending their starbases. Which would be a good thing really. B
TBH, the system they have (as with most things in the game) is workable, but the balance is presently off. As I understand it, currently defense is calculated by taking the planetary population, multiplying it by Resistance, and then dividing it by the number of tiles on the planet. The problem with that is, it's a double-nerf on population - If I have a 20-tile planet with 100 population and 25% resistance, I end up with about 1.25 defenders per tile. <p
Well, that's kinda worrying... just played a soak. New game, brand new race. Used colonizer and prolific with expansionist AI... 280 turns later, my race is 2000 points clear of the others. In fact, my AI is doing about as well as I usually am at that point. What that says about my own playing vs the AI is questionable; it also suggests that, if the basic race traits weren't so horribly laid out, they might actually be a challenge already. I think I'm gonna
[quote who="marigoldran" reply="16" id="3578856"] AI is pretty meaningless. Everyone's going to ignore them and go after each other's throats. [/quote] Have you ever played an MP game before? AI is the first on the menu, everyone ignores each other until the last AI is dead.
Either this is the most dedicated troll thread in history, or the language barrier is too great.
Well, I asked at the live stream about adding resources. 4 times. And TurielD repeated it at least once, too... I don't think we're going to get it.
/Schema/ArtifactDefs.xsd will contain the list of what can be put in there. You can open it with notepad, though it'll default to Visual Studio if it's installed on your system. The exact set of triggers that can be put in will be listed in one of the Enum files listed at the top of the file as a dependency.
[quote who="John Snider" reply="227" id="3578873"] Wondering .. have you looked at the changes to v 1.2 in terms of your mod. looks like doing some AI tuning?? have not opt'd in on steam myself as in the middle of a interesting game right now and plan on finishing same. [/quote] Not as yet. There's no point modding for the opt-in, since it can change from day-to-day and the majority of players aren't using it. When it's released, I
Well, you could use that trigger on a racial ability. Several of the others already use triggers. And you could set durations on certain effects - what kind of effect do you want to trigger?
You can't create a strategic resource. They're listed in the Enums rather than in an xml file (like, say, ship class augments). I suspect the answer to the other two is also no, though I've not tried them myself. There doesn't seem to be much in the way of triggers that can be used to fire something on, say, turn 100.
Sneak peak at 1.1 changelog: [quote] 1.1 changelog * Fixed colonizer bonus. * upgrades now cost the same as the base building. * Yor Quantum Matrix converted to a wonder; now gives global bonuses. * Intimidation centre now gives +0.5 approval globally, so having lots is more intimidating than previously, while having less is less intimidating. * Missionary Center now gives +2% influence globally, so more of them means more influence e
Much as I'm enjoying this discussion, could we maybe not have it in this thread, which I'd prefer to be used for feedback on the actual mod? :)
1. Deactivate mods. 2. Click 'Multiplayer'. 3. On one PC, pick 'new game' and set up the game. When done with the settings, hit 'start'. This will put you in the Lobby. 4. On the other PC, wait until the first PC has reached the Lobby and then hit 'multiplayer'. Refresh the screen til the game appears, select it and then hit 'join'.
I doubt that it's really one single company, tbh. The main way that the Iridium Corporation could become such a vast, galaxy-spanning organization is going to have been through mergers and acquisitions. If there's no barrier to entering the market, then it's still a free market - the Corp probably just buys out the best examples of any of the small-fry businesses that crop up with each new generation of technologies. Combine that with a truly enormous amount of sub-division w
Hmmm. Annoyingly, the game determines credits [i]by faction[/i]. So it's not a single setting which impacts all races, but is rather determined during race creation. So pre-existing custom races (or third-party ones downloaded from the workshop) will have however many credits they were granted when first created - usually 3k. New races will be given whatever I tell them... but other stuff will need to be re-created. That's bloody irritating. Also, do try to reme