Loren1350

Loren1350

Joined Member # 3627388
1 Posts 8 Replies 231 Reputation

Well, after moving on to other aspects of the mod and then coming back to it, the problem seems to be with the tech tree viewer. Before I was using the tree view, not the list view. Using the list view, both specializations show up and the "hidden" one can be selected and researched normally. However, if it is selected when I switch from the list view to the tree, I crash to desktop.

5 Replies 9,079 Views

I watched the video and I'm convinced you didn't actually read my post. But thanks anyway, the editor will be very useful for managing descriptions. :)

5 Replies 9,079 Views

Yup. MasterLorenAntiparticleSpecialization MasterLorenAntiparticleSpecialization_Name MasterLorenAntiparticleSpecialization_ShortDec MasterLorenAntiparticleSpecialization_Dec <FlavorNa

5 Replies 9,079 Views

Trying to add a [series of] new specialization tech. So far, one works fine, but the other sees the second (as appearing in the xml) specialization option overwriting the first. I've swapped the order in the xml and either way, the second occurring option overwrites the first. I've taken their specialization tags out, and they appear independently just fine. So far as I can tell, their formatting is identical to the other set of specializations I've made, and that one works fine. Help? <

5 Replies 9,079 Views

Seems like the easiest way to accomplish what the OP states - an arable/rich land significance - is to change farms from being [relatively large integer] base rate + [tiny amount] level bonus to the other way around. Make farms a base of 0.3 per tech tier, plus 1 per level. Or something like that. Reintroduce tiering cities, to make food more of a bonus - say, a tier 1 city costs no food and provides only a small amount of popcap; to get truly populous planets you need to spend that food on u

98 Replies 610,479 Views