naselus

naselus

Joined Member # 2608034
28 Posts 1,372 Replies 26,244 Reputation

[quote who="marigoldran" reply="190" id="3577003"] Bonus from Colonizer not working. Or at least it's not showing up. 100% manufacturing, 100% social production and yet my new planets produce buildings at the rate of raw production. [/quote] Found the bug - missed the global scope. Fixed for 1.1. If you want to fix it yourself, go into Abilitesdefs.xml in the mod/game folder, and add Global under lin

735 Replies 1,239,619 Views

Rather than trading tech outright, could we not introduce a system whereby you can acquire 'licenses' from other races. The license gives you all the direct benefits of the technology in question, but cannot be traded and does not progress you up the tech tree - you must research it yourself to unlock those things. You could give a 25% discount to the technology for having the license. This would have a lot of benefits - it'd be much harder to exploit the AI

25 Replies 103,241 Views

I'd rather it just didn't lock out the ability to research the other techs. I'd even be willing to not be permitted to research the tech that comes afterwards, in the case of specializations.

5 Replies 7,922 Views

I don't find them that difficult to kill tbh. Use a few small hulls with prototype weapons and a starbase or shipyard isn't very tough. They need to be solid enough that 'early aggression' means more than 'I build three ships and now I can dominate the universe'.

10 Replies 28,051 Views

Technically, it's largely identical to Win 8 tbh. But yes, after the whole Nvidia screw-up on Thursday, I'd steer clear of updating for at least a month.

17 Replies 25,979 Views

[quote who="maniakos" reply="193" id="3577087"] Ok, but tier 3+ building bonuses need to be buffed. [/quote] Again, I'm not sure they do. I'll see what the feedback is from the results of actual games played, rather than conjectures based on change notes; since I'm presently the only person to have played multiple games wit these settings, and I found that the economic balance was actually pretty good throughout, I'm more inclined to trust my g

735 Replies 1,239,619 Views

[quote who="marigoldran" reply="188" id="3576992"] It's ALWAYS better to build a marketplace or a research center or a constructor than to upgrade a building. By the time those buildings might provide bonuses, you're better off building military ships. In other words, upgrading factories and generic buildings (with the exception of the colonial hospital) is a LOSING strategy. You're pretty much always better off building something else. [/quote]<

735 Replies 1,239,619 Views

1.0 released: 1.0 * Fixed the Awe 3 cultural trait, which was taking 25% health off of the owner's ships rather than the enemy. * Colony Capitals switched to Social Manufacturing (from generic Manufacturing). * Ascenscion crystal bonus reduced to 2% * Resource building manufacturing costs reduced to cost 50 (except for the antimatter powerplant) * Greed trait 1 now gives flat 0.5 income to every colony (instead of a 10% multiplier, which

735 Replies 1,239,619 Views

[quote who="MacsenLP" reply="61" id="3576812"] Dumbing down is a phrase thrown around easily often when people are resisting change, sometimes validly sometimes not. The changes I've suggested have nothing to do with AI taking over, and a loss of some control over percentage manipulation I think is worth the price for a number of positive knock on effects and the removal of something I don't think works well, but I know I have some convincing to do.[/quote] </

69 Replies 269,062 Views

[quote who="Deathwynd" reply="183" id="3576500"] Well if its working then dunno, cause the game code says it should be a static bonus per crystal, but wouldn't be the first time GC3 code worked weirdly. [/quote] Worked this one out. Get_value_from_starbase will give the modifier value from the starbase rings, which is +1 flat. Since the production is granted as a global multiplier, this becomes 100% per crystal, per tier. If you want

735 Replies 1,239,619 Views

Plus, combine that with xml-defined resources and imagine the possibilities for modders. Fuel as a resource, limiting the maximum number of engines you can support. Food as a resource, acting as an empire-wide population limiter. Factories which consumer two resources and produce a third, different one. An entire industrial economy, feeding on stockpiles of stuff and then converting it into other, more useful stuff. All this is possible in the engine, provided just the ability to define my ow

14 Replies 33,891 Views

[quote who="janhardo" reply="55" id="3576817"] Playing with 8 races with this strategy gives no colony/constructor spam..was it a strategy from marigoldran for 4 races ? [/quote] Marigoldran plays insane maps with abundant everything. The more planets you can blunder into before you bump into a rival empire, the better the strategy works.

160 Replies 414,215 Views

I'd much prefer a stockpile model, tbh. Especially since, in a stockpile model, there's still nothing to stop you having a per-turn cost for things like the Durantium refinery. It'd be more flexible overall. I also really, really, really want to be able to add my own resources, rather than having each one carved individually in stone in the Enums.

14 Replies 33,891 Views

[quote who="Wer900" reply="182" id="3576482"] The Odair finally sued for peace, as a result of a (semi-intentional) state bankruptcy on my part. All of my productive capacity went into income generation for a turn, raising my power to double its previous level and causing the Odair to propose peace to me. Because the war had taken up so much of my productive capacity and reduced my expansion abilities, I rapidly accepted. I think that in 1.0 you should change the power calc

735 Replies 1,239,619 Views

[quote who="sjaminei" reply="3" id="3576624"]I think the reason this isn't in the game, is that it would make a lot of bonuses "double-dip" using social manufacturing bonuses first, then boosting the military ones for some really crazy values. (like it's not crazy enough already) In reality, putting the slider on 100% military production, is the "Fund Shipyard" project. [/quote] Largely this. Besides, after the initial 100 turns, there's no real need for 100

8 Replies 30,517 Views

[quote who="Deathwynd" reply="178" id="3576450"] After doing some digging in the files I ran across a couple things, firstly a number of your files have old version data, don't have an easy solution for ya, when your changes are this comprehensive it becomes difficult to track diffs between game versions versus your own changes. [/quote] Yeah, I do a rough consolidation from time to time but it takes a long while - need to compare both sets of files

735 Replies 1,239,619 Views

[quote who="marigoldran" reply="174" id="3576430"] As it stands now, Colonizer doubles the productive power of your early game colonies. And it's a PERMANENT BUFF. [/quote] Only for building buildings :) It means colonizer's very good for building up your colony quickly, but not so good for much else. The doubled colony hub will churn out a factory in 3 turns, but will take 15 to build a shipyard... and the military output without some bui

735 Replies 1,239,619 Views

Sneak Peak at 1.0 changelog: [quote] 1.0 * Fixed the Awe 3 cultural trait, which was taking 25% health off of the owner's ships rather than the enemy. * Colony Capitals switched to Social Manufacturing (from generic Manufacturing). * Ascenscion crystal bonus reduced to 2% * Resource building manufacturing costs reduced to cost 50 (except for the antimatter powerplant) * Greed trait 1 now gives flat 0.5 income to every colony (inst

735 Replies 1,239,619 Views

Oh, I see what you mean now. Thought you were referring to the prototype version not existing as well :) tbh, I'd quite like to see advanced versions of all of them - not just prototype and actual, but 'prototype -', 'normal -', 'advanced -' and ''ultimate -' versions. Think I'll mod those in tbh.

7 Replies 10,380 Views