Tod Jones
Hmm, that's from the one DLC I don't have. I'd say the way drives work now doesn't make sense, where there are a couple of drive upgrades that don't increase your moves yet costs more to manufacture. I had to mod a fix to that one. Oh, and synthetics are tied to the adaptable ability even though they shouldn't be and a custom synthetic race get to colonize aquatic worlds and frozen worlds without issue regardless of their abilities. That's some more xml I had to mod. Corrosive and bacte
[quote]I like to play with all settings set to abundant, [/quote] [quote]but every time a map is generated, I always find it overflowing with Antimatter but hardly has any Durantium.[/quote] Those two facts are clearly causal. Antimatter scarcity is based on the abundance of black holes. The default settings for black holes is rare, and I had to bump it up to occasional in my games just so all the anti-matter isn't all horded by one or
[quote who="Rhonin_the_wizard" reply="2" id="3710363"] The Bazaar with its mercenary ships, the Arceans and the Torians. [/quote] Arceans and Torians apparently also come the Crusade expansion, so he should already have them. The only other thing that Mercenaries should have for an owner of Crusade is the discreet ability which depends on there being a mercenary market (no prebuilt race even uses Discreet anymore).
In space, there is no biased reporting - that's because we've hired a robot to handle it... ...Earth's Approvals Rating has skyrocketed to an impressive 100% for the last 10 weeks Huh, I think someone is fudging numbers here. Just saying. Look forward to the expansion though.
Now that I think about it some more, I think I can refactor my solution to be easier to implement. Instead of modifying the survey module, you can simply modify the definitions of carbon/silican/aquatic/synthetic life, since they count as abilities as well. Simply put the code you were going to add to survey module to the modded copies of those abilities and you should be good to go (after deleting the old definitions of course). I don't have time to test this out, but I don't see why it woul
I just starting figuring out how to mod stuff for this game, so changing what you suggested to change is beyond my current skill level. But I do have a solution that I tested and works (incidentally now I know how I will change the resourceful ability to be more useful/interesting). Basically all you have to do is make a copy of the survey module for your mod folder. Then check out the ancient ability in the the ability definitions file, that's how you model your trigger for rewar
Are you sure that term represents a percentage at all? The way I think how weight would work is you have an empty urn and for every event with a weight 70 you put 70 balls with a unique color into the urn. And for Assassination event you put 100 black balls into the urns. Then whenever a mega-event is called up by the game, you simply pick a ball out of the urn. That the number is 100 is just just coincidence, they could have gone with a 150 or 360 weight or whatever else they wanted, it's ju
I was browsing the global definitions xml in the game directory and came across a TradeRouteRaidBonus tag and the value is set to .10. Does anyone know what this represents and how this works? I was trying to come up with a way to mod a pirate-like ability for a custom race, and it seems like an ability that adjusts this value might work. But I haven't played enough games to know how raiding trade routes functions in the game. Edit: I just