What he is trying to say, is that changing the XML files will not make any changes is a game you are already playing, i.e. if you are loading a saved game you will NOT see any changes. You must create a new game to see changes, this needs to be done every time you make a change.
shayvaan
I get that every time I verify (5 files). (always check before doing a multiplayer game) Almost never have a problem with the game, but it is always 5 files corrupted. P.S. The wife always checks before multi games as well and gets the same thing, 5 files.
Been that way for a bit, think the top one is chosen by default, I just click on one of the bottom 2 before making a choice to make it look right.
I tend to play custom races with high levels of contentment and then just ignore the colony restrictions. OFC I also play malevolent races, with the eager trait chosen (on the malevolent tree) the morale bonus mitigates a lot of the colony restrictions. And of course I upgrade my government as often as possible (there are a few that have no colony limit)
I see it every game as well. Every game, every place I go, I see a freighter.
[quote who="ElcorValken" reply="1" id="3709684"] The post is interesting (no new info though) but i have a few concerns : Doesn't all of that make synthetics overpowered ? Whats their drawback ? Short term, i can see growth (because resources) being an issue, but longer term ? On the issue of food : Can organics rebuild arable land tiles ? Or are they lost forever ? Does that mean that synthetics and silicoids have that much of an advantage that can
Hey, Gauntlet, There is a big error in the citizen names for the Terran Sovereignty (female first names) the ending ">" is missing on most of them some of them (Just the A's)
Is this part of Intrigue, or something going into the base game about the same time?
[quote who="Go4Celerity" reply="5" id="3706352"] " So, picture t
It's probably not all leveling, some of the salvage anomalies grant extra speed, so add that to your leveling effects.
Installed 8.0 crusade and everything seems to be fine now (crusade 2.8 opt-in)
had the same thing happen, just before I left for work. still 2.8 (opt-in), but there was a download this morning, here are the patch notes: <div class="bb_h1" style="font-size: 17px; color: #529cde; font-weight: 400; border-bottom: 1px dotted #666666; margin-bottom: 5px; font-family: Arial, Helvetica, Verdana, sans-serif; font-style: normal; font-variant-ligatures: normal; font-variant-caps: normal; letter-spacing: normal; orphans: 2; text-align: left; text-indent: 0px; text-transform:
First of all, welcome to the community! [e digicons]:grin:[/e] Next, the reply to the reply. 1. Naming dead planets (You CAN name stars, if you haven't noticed): After a large amount of playing this game (over 1800 hours) I can honestly say I don't even notice them anymore (unless a tactical situation comes up), but I can see where you are coming from. Be a bit of a pain for me since I only play on large maps (my fingers would probably fall off after a while
Hehe, no prob. Working on a mod for a space based race (they die on planets), used colony modules for their production modules and then wondered why no one else was colonizing. Forgot to change the prereqs for them. [e digicons]:-"[/e]
Is starting pop defined in the faction.defs file? If so, it is from GRM. All factions in vanilla, including the faction_default (which I assume is for custom races) have a starting population of 5, while for GRM it is 10. Since vanilla used to be 10, I imagine you missed changing it when they did. [e digicons]:grin:[/e] P.S. I kinda like it this way, personally, but it does affect moral pretty badly. [e digicons]:grin:[/e] &n
I can usually get a city down before the pop gets back down to 5 [e digicons]:grin:[/e] I think that it is meant to give you a bit of a production boost while you build up your capital.
[quote who="Gauntlet03" reply="817" id="3699424"] Sooo... pretty close to done for this next version. Annnnddd made a Area of Effect extension module for Military Starbases, IF you have the Vigilant, Heroic, or Paranoid trait. Currently extends range by 10, so it will cover multiple systems in most maps/types. [/quote] [e digicons]8(|[/e] [e digicons]:grin:[/e] &n
Even without espionage, if you have your fleet selected and then hover the mouse over the planet to be attacked. It won't tell you how many ships you face (or what kind), but it will tell you how likely you are to win the battle.
I doubt anyone here minds. [e digicons]:grin:[/e] Anything that inspires you or even keeps you organized, is a GOOD thing!
Looking forward to it!
Ah, didn't realize that command could be used with a shipyard, that is handy. :) Thank you very much!
[quote who="Gauntlet03" reply="780" id="3698696"] OH PS: 1) That submarine spaceship set is well underway. 2) I'm starting to create some new race abilities for fun. For example, one is intended to give a great bonus to weapons/etc. but make diplomacy virtually impossible... still working on how to do it though. Another ability is "Nomad" +30% ship range <
[e digicons]8(|[/e] Just [e digicons]8(|[/e] Need I say more? [e digicons]:grin:[/e]
Definitely! Pretty please!
That would make sense [e digicons] I hate them even more now, before it was just an inconvenience, as I would have to look which planets were on the repeats any time I got a terraforming tech, now I have to watch out for this as well. [e digicons]:([/e] Thanks Publius.