Militarists works fine with Schayvaan's workaround. No CTD yet since breaking Stellar fortifications into two techs. One small UI issue, with the new tech that permits creation of legions on all planets there is now multiple entries for their creation on the Planet that also builds the original Legion creation tech. Not a big issue but maybe create an exclusion so both cannot be located on same planet?
Wotan2a
Instead of "build everything" for starbases, how about templates? Build a starbase as you like it then save as a template like we do for ships. When a new starbase is created you can just "apply template" be it a mining, economy or military starbase. You should be able to update starbase templates when new techs come around and then have a button "Apply to all" either in the Starbase window or in the commands "window"
I can attest to shayvaan's statement somewhat. i had a custom civ with militarist trait and game kept crashing. Once I restarted with a different trait and ensured not other civs had it, no more CTD
It happens without fail in every game. AI always uses government ships to explore instead of using the boosting capabilities and it (AI) NEVER employs planet boosting mercenaries in their primary role. The Merc colony ships have become an extra resource for the human player, with retribution's lower limit on growth that has become a major plus for the human on games at lower than genius settings.
A revisit of tourism is definitely required. In my latest game with 3.6 and all DLC, I have a planet with the 25% tourism bonus, I placed a consulate, the regular tourism buildings and an entrepreneur on it and it now brings in 1950 credits per turn. As Mac2411 stated, this now makes any financial decisions moot.
Sitting in Houston in my house, I have a Robot cleaning my pool, a Robot vacuuming my house (it even empties its own bin :-)) while I play a game using my virtual reality headset. All tech that was basically nonexistent 5 years ago and which will be obsolete in 3 years. I wonder when the vacuum robots will be able to climb and clean stairs LOL We are pretty much in a development cycle of 3 months where tech is obsolescent in 6 and obsolete in 12. If you cannot deliver inside that cycle you fa
Deleted
This one is interesting, feeling irritated that upgrading ships in enemy territory is not realistic and too expensive. How about the fact that the ship is upgrading itself without the use of a shipyard? If we want realism then yes bring the cost down from building a brand new ship but make it mandatory to bring the ship back to a shipyard :-) There should be special requirements for shipyards too, a constructor ship sent deep into enemy territory building a starbase in one turn should not be
To be purists about it all, non cyborg or synthetic life forms should not be able to "capture" BORG planets. At most they should have recourse in the tech tree to a special weapon akin to a spore ship, virus ship I guess, that is used to disconnect planet inhabitants from the collective. It would be the only way to ensure the improvements on the planet could be used for the winning faction. Other options would be extermination or plain planetary destruction but capture with troops should not
Horemvore, quick note, when I capture BORG planets, I can build starports on planets already containing a matrix Beta. Not sure if this is intended. Also, all BORG improvements show up as MatrixAlpha_Name and MatrixAlpha_ShortDec. The text file they link to does not seem to contain the text, it only has the durantium ore text strings in it.
Deleted
Hey Jabberjaws, check your inbox. Hopefully that helps.
Darn, maybe Horemvore can find the issue for you. I just checked Nexus but could not find Airmasters or Omnibus's factions and ships there. This is my colony ship for the Romulans BTW C-10 Annexer_8258D04E851A484FBD95880BDF6F28EC_Romulan Star Empire_306F100F5BA54C9599544D10BB645A5C.ship The surveyor is: V-10 Pelican_7A5079358E464B08915433B2887316B2_Romulan Star Empire_306F100F5BA54C9599544D10BB645A5C.ship
Jabberjaws, if you can get to the main menu, try to edit the Romulans and change the ships. If that does not work, delete them and download Airmasters Romulan civilization from the workshop, that one works without problems since I have been using it for the last 4 games.
Jabberjaws, I just checked the workshop and unless Horemvore changed them all of Omnibus and Airmaster's ships usually start with the civilization name so yes they should all start with Romulan. Horemvore: Just had something peculiar happen and not sure if it is UCP, GRM or base game related. I went from Interstellar Plutocracy to Objectivism and on the turn end compute my faction went from 1st to 4th, my score went from 2800 to 1300, my income went from +1800 to -280. Pretty bizarre
Horemvore: Understood. Should work fine I never had any problems with the Romulans in GST. Jabberjaws: I started writing the traits and abilities for all the races as you requested and that was getting to be a really long list for a forum thread. Instead I will redirect you to a couple web sites that have the info you need. If there are specific races you need that would be fine but I don't want to hijack Horemvores thread, races attributes are a bit of a personal thing anyway.<
I downloaded the Airmaster Romulans civilization and have no issues with them. Is that the one you included in your mod Horemvore?
Hi Jabberjaws, I gave a flat bonus of 2 to research and social not a multiplier and I brought down the handicap for military to .75 to compensate. .9 was too aggressive for me and I was not able to build higher end ships, at .75 it seems better but still a bit of a drag on production, problem with the default of .5 is that you can overcome it too easily and it makes winning the game too simple or gives the AI with it's bonuses on higher levels too much of an advantage. The Thalans at .5 and 3
Understood about the Thalians and I agree that at the default .5 military production, xeno is OP considering the 3x bonus in research and social. That's why I am trying a .75 handicap, halfway between default and your setting, and a 2x bonus on research and social prod. See what that gives.
Horemvore, awesome mod and thanks for combining with the ST races :-) Couple things after playing 3 games with your mod combined with GRM and the ST races. After about 125 turns on an immense map and once they start conquering planets, the BORG become OP even with only the cybernetic, assimilator and nanobot traits and not 4 like other GRM races. I know it is partly done on purpose but the 500 points of research and the modifiers to population and production add up exponentially when
jabberjaws, I just put the Gauntlet folders first as per the instructions in the .rar. Then I added the Horemvore mods and followed his instructions for 1.13 in his .rar overwriting files as needed. I used the Patch for Intrigue in his folders since I have all DLCs. I also have the Airmaster Star Trek civilizations/factions and ships in my design and factions folders. I had to go in and add the extra 2 traits for each individually saving with a new name as well as mod the BORG civ to use the
Been playing both Gauntlet and Horemvore mods for a couple hours, they work well. Just a word of caution though, if you add a species based on the Star Trek Borg or Dr Who Cybermen, make them Cyborgs and add the 4 traits to include assimilators, nanobots, and two others like warriors and conquerors, you get a very strong adversary that is hard to beat even on gifted. To add a bit of extra oomph, I made all home worlds for the AI, 24 tile precursor factory Worlds. Those "Borgs" really took off
I can certainly vouch for the AI fleets and ships being harder to beat LOL. I just met a Xindi fleet (Airmaster's civ) with over 200 strength in kinetics and 60 defense for all types of weapons and we are still fighting with medium sized hulls, they maximized their logistics points now if they could just use commanders properly it would be awesome. They even built a starbase to extend their range to reach my territory, that was a novel experience. With the slowdown in tech the mod brings it r
Ops2048, you can mod the number of colonies for each government fairly easily or you can download Horemvore's community patch mod from Steam's forums. It contains other fixes that make the game more enjoyable and adjusts the number of colonies to better match the map sizes.