Disappointed they intend to leave Colonization events broken for synthetics at initial release according to the last development stream. I think it’s a really serious issue that makes the events seem broken for synthetics; there are many food/biological plague related events. If as has been suggested in the stream it’s too much work to add an attribute based filter system to events before initial release, they might want to consider rewriting the events so they all
econundrum1
I actually think that sounds like the best solution; make the starbase require a constructor to found it them let it be sponsored like a Shipyard by a planet and put modules for it in it's build queue. Economically that system can parallel the current one but is much less micromanagement. In addition they should as suggested make it so a planet can sponsor only one starbase or one shipyard at once not both to keep it simple. So yes for what it's worth that gets my vote,
I really want to have a go at this myself now, because it can be easier to understand when you actually do it yourself, I'm going to see if I can free up some time tonight and have a go.
I tend to agree building constructors and sending them to your starbases get old very quickly in a sizable empire.
For a custom race you only seem to get the choice of the existing faction start star systems at the moment, so I don't think so unless a dev. tells me otherwise at least not currently. Even modding it looks problematic as it appear that to appear in the list it has to be added to the FactionStart StarSystemGroup which it seems you can only do by making an override version of the StarSystemDefs.xml to your mod since a StarSystemGroup InternalName must be unique so yo
Yes I agree it's not good if you can't add a new faction start star system without doing a total replace of the StarSystemDefs.xml, it will make it an issue to have multiple race expansion mods unless modders just reuse the base start system defs all the time which is not good at all.
I think this might actually be a limitation of the method having just taken another look at the original systemdefs file. Try making a copy of StarSystemDefs.xml to the Game folder of your mod directory, then add the definition to the StarsystemGroup with the internal name FactionStart but don't remove any of the others. I think the group named FactionStart has to be used for any starting star systems to show up for players, but because it has to be unique you can'
I want to have a go at doing this myself to see if I can spot the mistake. Unfortunately might not happen this weekend as I have a deadline for a part time machine learning course and various familly commitments. Think the internal nmae likley is part of the issue though. You havent disabled mods have you?
I belive when the founders offer was available that was the only way you could buy it at the time so I doubt you where one of the first. When did you buy it?
I think you need to add the tag that identifies the xml schema location to your mod file it's directly below the tag at the top that identifies the xml version. With out that it may not know what schema to parse your file against. Unfortunately my phone wont seem to let me paste it here but look at the origional file.
[quote who="ManiiNames" reply="13" id="3534495"] If you turn off auto-upgrade in the governor panel of a world then the various versions of buildings become available. I'll admit I never tried building them in one pass though, I prefer to start w the small building and work my way up. [/quote] Umm, I never tried turning that off so I hadn't seen that. Interesting, even with it on though I'm not sure the default should be to make new buildings follow the upg
Cool, sorry hadn't seem your post. Let's hope they implement it. [e digicons]B)[/e]
It maybe that once they enable the ship designer from the main menu there will be an option to save ships and add them to a shipstyle sheet so you can select them for custom races we don't know yet as the ship designer link is disabled from the main menu.
I was nervous about taking the heat sink of and applying new Thermal Paste too, but in practice it was actually really easy and fixed my overheating issues completely. You don't actually have an overheating issue as such, (your computer will normally shutdown if your processor does get too hot to protect it by the way), but you might well be able to improve the temperature it's running at. Like I say once I worked up the courage to replace the Thermal Paste it actually was a f
The interesting thing is that if you look through the XML there is a reference to cloaking in one of the ship related ones, ship components I think.
As long as you are remain below the Max temp spec of the processor you should be ok, however you might want to check your thermal management solution maybe put some new thermal grease between the CPU and heat sync I had some over heating issues a couple of wears back turned out the thermal grease had dried out and some what blown away when I air dusted the inside of the PC. GC3 though makes intense use of multicore processors by design so it may cause your CPU to run hotter than many
I have to say I also think the current "Sentry" and "Guard" commands are adequate, if you forget to guard or sentry a ship you will have to deal with it before advancing the turn of course but only once for each ship you forgot to set to "guard" on one turn once set to "guard" they will remain that way until you tell them differently. What I'm saying is I think you have come up with a reasonable fix for a problem that doesn't really exist.
Also have you created a mod version of the StarDefs.xml with your new start " KonokujaStar" defined in it you have that in the tag for the star but I think you then need to define in in StarDefs with the same internal name. Might be wrong haven't got a change yet to mod the game myself but have managed to look through some of the xml and schemas.
Have you created a mod StarDefs.xml with " KonokujaStar" in it I think the tag you added under the star might be a reference to a StarDef entry.
So you created a mod folder Dumhed, did you created the other folders under it and put your file in the mod\Game\ directory or just in the mod\ directory. It's been said that you need to put files in the correct subdirectory in you mod or the game won't load them properly.
[quote who="erischild" reply="3" id="3534670"] The game is not eating your CPU. It is using your CPU. It shows you how accustomed to sloppy inefficient programming we have all become. Seeing our CPUs actually being used instead of sitting there idle is a fairly new thing and Stardock is leading the way. But I can't blame anybody for being startled when they see it for the first time. [/quote] I was trying to put it a bit more gently, but
Have you checked that you don't need to mod other related files, could be it expects to find some of your tags in other XML files like the internal name. Certainly some of the text labels and strings could be under text/language.
What other files have you edited?
Have a look in the Schema folder for the StarSystem schema that might help, can't see the issue straight away may be it has certain expectations of the format of Internal Name. did you add a custom text .xml as well? I suspect it doesn't load from the mod folder because it's in the wrong subfolder or because this and maybe some of your other XMLs have errors we haven't yet worked out. I have the schema's on my phone so I'll take a look see
It's probably also partly because this game engine is designed to make good use of multi-threading to use all available cores, that's actually seldom the case. I don't doubt they will still have some optimization to use but because this game is turn based I think people underestimate how much power it needs and also people aren't used to games that make heavy use of today's multicore processors.