I've observed this also.
Publius of NV
It has been a while since I did it, so my memory is not fresh, but if I recall correctly there is a point where you can talk to them and accept an offer of dinner. Send the fake human over to the dinner party and play through the resulting scenes.
I've been using this mod for quite some time with no problems. Today, on Retribution 3.6, playing Drath for the first time (although I don't think that's relevant), when exploring an anomaly I received a message titled "WeaponModuleTech_Name" with a description of "WeaponModuleTech_Dec". Using grepWin I searched both the GC3 folder in Steam and my mods folder for "WeaponModuleTech_Dec" and found it only in two files from this mod - AnomalyDefs.xml and SoL_DefendedAnomalyDefs.xml
It should become available to add to your fleet.
BTW, is that Jewel Staite in your avatar pic?
Note also that star bases of all types generate influence, and that if any asteroids fall within your zone of control due to your influence expanding, you can build mining bases on them. While the benefits of asteroid mines do fall off as the distance to the planet they contribute to increases, it's still generally a good idea to build them since they add directly to the planet's raw production.
They get your best weapons that don't require special resources. Plus they get your best defense. For example, I had carriers with assault fighters with stinger tech and shields, when I researched harpoons and durantium armor the attack went from +2 to +4 and the defense switched from shields to armor.
[quote who="rap33042" reply="55" id="3744557"] I don't use the Repeat button. It's too easy for me to forget about it when a new building or tile becomes available. I just click the Build button half a dozen times. That way, I'm not bothered every turn, but I'm still reminded that the planet exists and might need attention. Forgetting about things is the easiest thing for me to do these days... :-/ [/quote] That's my attitude exactly. [e digicons]:D[/e]
In my last game (which was part of the campaign) I accidentally routed a hyperlane through a nebula. Ships would get on the hyperlane until they got to the nebula, then get off it, go around the nebula, and get back on the hyperlane. I assume that if I had researched more hypergate tech to speed up the hyperlanes that they would have stayed on the lane through the nebula, but I didn't have a chance to try it. Anyway, avoid nebulas if you can. And avoid black holes.
No, not entirely. I think the Aid projects are worthwhile when the planet is not completely built out but you're waiting on something before completely finishing it (like I know I want building X to go *there* but I have to research the next terraforming tech to put it there) and you want the planet to be doing *something*. But when the planet is completely built out, I wouldn't mind it if there were a way to say "I'm done, don't take me back to this planet anymore".
[quote who="Gauntlet03" reply="9" id="3743748"] Personally id rather my planets just be finished. [/quote] I would be happy with that.
Late game pacing ... that's the least interesting part of the game for me and I'm already plowing through techs at that point even without Aid Research. I have to have my planets doing something, why take another choice away from me? By Frogboy's logic Aid Economy should be restricted to the Financial Capital planet. Maybe I'll mod in an Aid Population project.
Then by the same logic he should nerf Aid Economy to only occur on the Financial Capital planet. I don't understand what he thought he was trying to fix.
Ok, so I've read Frogboy's post about late game research generation being forced into late game wealth generation, and I don't see the point at all. First of all, I don't only use aid research late game, I sometimes use it earlier when a planet had nothing else I want to do with it, and secondly, even late game, when a planet has nothing else left to do, what's wrong with research? Why is wealth generation any better? I hope they do revisit this.
I reported the Aid Research problem in another thread and @Mormegil responded, so I believe it's being looked at. There was a stray line in the XML that was restricting Aid Research so that it could only be built on the planet where you had built your tech capital.
In the 3.6 Retribution ImprovementDefs.xml file I see the following as part of the AidResearch improvement: TechnologicalCapital I had noticed that I was unable to build the Aid Research project on any world except the one on which I had constructed my tech capital. Is this a bug?
[quote who="mormegil" reply="18" id="3743615"] We are going to floor Tourism to 0, so this will be fixed in the next patch, but for now, you will want to avoid using the Unpopular race traits. [/quote] A nerf too far [e digicons]:D[/e]
Not sure if this is funny or just sad - the NY Post is reporting that the older daughter of Lori Laughlin posted on Instagram that she wasn't really interested in attending classes at USC, but she really wanted to experience the party scene. So her mom might be going to jail to get her into a college she wasn't interested in and probably won't put in the effort to graduate from.
It has been a very long time since I've seen them spawn. Usually there's one lonely pirate ship with no shipyard around at the beginning of the game, but when I get the message about the pirates they don't spawn. I'm wondering if it's because of my galaxy settings, maybe the pirates need more room to be able to spawn into.
As a user of WB, but not a skin designer, I've never used a skin that moved the title bar buttons. I have used the roll-up feature, which some skins do with a button and others with a double click on the title bar. Since I retired I don't use it as much as I used to, but I still use it occasionally.
I'm not clear on exactly what you're asking for. But perhaps this excerpt from wiki.galciv.com might help: Click the "Choose Portraits" button to bring up a screen for selecting the images for your citizens. The game comes with several to choose from; you can add your own still images by copying them to the citizen portrait folder. The PNG image should have an aspect ratio of 1:1. The recommended resolution is 128x128. The default path to the cit
[quote who="Moser_Alchemist" reply="72" id="3742503"] This mod works fine with Retribution as long as you play carbon-based civs. [/quote] Thanks for confirming that. I'm currently playing as the Korath and am seeing the mod-added techs. Do you happen to know if the devs intend to fix the synthetic and silicon tech trees?
Brad, you run a software company. You know how many bugs your products are shipped with, and how many the developers have to fix. And yet you let autopilot drive your Tesla??? [e digicons]:grin:[/e] (Not meant as a slam at Stardock's code quality, just recognition of the facts of life about software. I designed and wrote it for 40 years).
I'm chiming in late because I've been traveling out of the country for six weeks and just got back. I currently use and love WB, Start10, Fences, and SpaceMonger. Back before I retired I used to run a lot more programs simultaneously and I used ObjectDock, IconPackager, SoundPackager, and the ancient ControlCenter (which I used for virtual desktops). I too would hate to see WB go away, would rather have some than none.
If no mods are working at all, try the opt-in update available in the betas tab. Mods were broken in the first release. I just got home from a six week trip and haven't had time to look into this in any depth, but I did fire up the opt-in and view the tech tree for my favorite custom race and I do see at least some of the enhanced terraforming techs.