Publius of NV

Publius of NV

Joined Last seen Member # 368410
139 Posts 2,069 Replies 1,975 Reputation

I hope none of this requires that a mod be installed from Steam. I have zero mods from Steam, but I do have some from Nexus and one or two I created myself that I haven't put on Nexus.

4 Replies 59,532 Views

These changes look good. You might want to look at the Unpopular trait as well as the popular. The Measured, for example, have an Unpopular penalty that is so large that planets with a single tourism improvement don't get any tourism income. You have to build two or more tourism improvements (Import/Export Center, Paxton's Emporium, Port of Call, etc) on the same planet before you can overcome the Unpopular penalty and even start to get any tourism income.

24 Replies 131,070 Views

[quote who="Publius of NV" reply="4" id="3760611"] Quoting MyViewsAndMuse, reply 3 I see nothing in the ole' inbox I figure it's going through QA and will be released on Thursday. [e digicons]:D[/e] [/quote] Did I call it or what? Got mine today.

9 Replies 150,990 Views

Looks interesting! Thanks for sharing it. I've downloaded it and verified that the two new races show up in game, but I'll have to finish my current game before trying them out.

2 Replies 7,085 Views

[quote who="MyViewsAndMuse" reply="3" id="3760610"] I see nothing in the ole' inbox [/quote] I figure it's going through QA and will be released on Thursday. [e digicons]:D[/e]

9 Replies 150,990 Views

[quote who="Goresh" reply="100" id="3759566"] My biggest problem end game now is generating enough legions to actually conquer a planet [/quote] Hint: Don't ever auto-resolve an invasion. Place your legions yourself and put them all on the same hex, preferably the one closest to the colony capitol.

108 Replies 601,802 Views

When I tried to submit the post, I got an error from Firefox saying something about an unsecure connection. I clicked on "Try again" once, got the same error, then just gave up and went back to the main forum screen. How that caused 7 duplicate posts I'll never know. I'm on vacation at a resort with public wifi and using a VPN, but that hasn't caused me any problems until today. As I had said before, until 3.9 I always had surrenders turned off, and if I do start to

108 Replies 601,802 Views

I'm not convinced the new system is as bad as it's being portrayed. In my first full game on 3.9, the Xraki surrendered to me (they were at war with The Measured) when they were down to their last two planets, out of 22 when the war started. The rest of the wars were with me. The Measured surrendered to me when they were down to their last two planets, out of over 50 when the war started. The Scryve then surrendered to me when they were down to their last four planets, out o

108 Replies 601,802 Views

By turn 70 the Measured had collected the majority of ascension crystals and were 240 or so turns from victory. They were still at war with the Scryve, and were by far the most powerful. On turn 75 the Xraki declared war on them, and two turns later the Measured made peace with the Scryve to focus on the Xraki, who were much closer to them and more dangerous. Shortly after that I researched Harpoons, and with the carriers I had already built that catapulted my military from 4th pl

6 Replies 78,952 Views

Just for grins I decided to play as the Phamysht against the same opponents that Brad did, above. His screen shot shows him playing against the Scryve, Measured, Xraki, and Free Trandals, on normal difficulty. He didn't specify the galaxy size, so I started my game with the same four opponents, set on genius difficulty, in a large galaxy. On turn 4 I found the bazaar and purchased the H12 Super scout ship. Thanks to its speed and sensor range, by turn 20 I had met all the

6 Replies 78,952 Views

Not sure in what context you mean "Productivity". Are you talking about "Raw Production"? If so, raw production contributes to social contruction, ship construction, research, and gross income. Manufacturing, as for instance provided by a factory, contributes only to social construction and ship construction. On the other hand, if you're on a version of the game that predates Crusade, ignore my answer as it's been to long for me to remember how it worked back then.

4 Replies 33,128 Views

ImprovementDefs.xml is in a Game folder. Another folder at the same level is called Text. That folder contains xml files that tie the DisplayNames, short descriptions, and descriptions to the text string that the game will display. For example, one of my mods (The Administrator training Institute) contains both a Game folder and a Text folder. The Game folder contains an XML file that adds a new improvement to the game. The Text folder contains a file named AdministratorSchoolText.XML

5 Replies 9,089 Views

On another topic, are the four hidden achievements I see in Steam for winning as the four villains of SC:O? If so, are they unlocked yet? As I recall there was a delay of a few days for the achievements to be unlocked when the Heroes of SC:O DLC was released. And if those 4 aren't for the villains, will new achievements for them be added?

108 Replies 601,802 Views

[quote who="Old-Spider" reply="5" id="3758586"] When Retribution was released I noticed a tendency for the races to sometimes be closer together that before, so I have been experimenting with new values. I haven't decided which are best, but I'm currently using these: 0.26 0.13 [/quote] I see that Retribution with 3.9

108 Replies 601,802 Views

Years ago, after getting frustrated with AIs surrendering to other AIs that they weren't even at war with, I turned off AI surrender in the game options. It's been either complete victory or the AI begging for peace ever since. So after reading about the changes mentioned above, my first reaction was that I didn't care. Now after thinking about it some more, I think I might turn the surrender back on and try it out, see how it works. I'm sure 3.9 will go live before

108 Replies 601,802 Views

[quote who="DMF" reply="24" id="3758705"] Good to see you again, btw. (I changed my avatar. I used to look like Jack Elam. Now I'm half duck.) [/quote] I thought you seemed familiar! Good to see you again too. [quote who="DMF" reply="24" id="3758705"] I see you're still old and hairy. [/quote] And bald. [e digicons]:D[/e]

108 Replies 601,802 Views

[quote who="DMF" reply="18" id="3758669"] Does this perchance appear as "Unrest" in (IIRC) the Raw Production flyover? There really needs to be a flyover to explain where it comes from. [/quote] No, it shows up separately (in the Approval tooltip) as "Too many Colonies". Unrest is, I believe, related to taxation levels and distance from the capitol. At least I know reducing tax rates lowers it and raising them raises it.

108 Replies 601,802 Views

[quote who="karlfranz-pl" reply="3" id="3758582"] Sound like I won't have to build network of sensor boats along my border, pretty useful. [/quote] Agreed. So far it's running well on my current 3.8 game, although I expect that I won't see most of the changes until I start a new game. The visibility in my ZOC is working as advertised.

108 Replies 601,802 Views