[quote who="pshaw" reply="3" id="3639417"] Quoting rynebrandon, reply 2 Have the long turns associated with this update been fixed? Yes, its much faster now. [/quote] Hehe no Kidding, its faster than 1.71, awesome job! I noticed you added a Promethion Reserve +8 cr p
Horemvore
Still there in 1.8 Live.
So as the title says :) Adds four new ship components:- Bridge - Increases Attack by 2% per level up. Tactical - Increases Accuracy, Jamming and Tactical Speed by 1% on level up. Engineering - Increases Strategic Repair by 1% and Defence by 2% on level up. Astrometrics - Increases Sensors, Range & Movement by 2% per level up Each component is limited to 1 per ship. Includes modified ShipBluePrint.xml(Based off IA
[quote who="BuckGodot" reply="19" id="3639321"] Twas for testing purposes only, I assure you. [/quote] Ofc ofc :)
I think that will be a switch for a shipyard if anything. I have seen 1 in GlobalDefs maybe that will do it? TBH always wondered what it ment just never played with it.
[quote who="neilkaz" reply="18" id="3639256"] Perhaps I'd installed the wrong mod since I was surprised to see Culling Projects and other projects to gain 1 Ideology point per turn for a planet. [/quote] No they are enabled too, I un commented them from the projects file and gave them some niffty icons.
Its because they use this tag: true . Trade Resources should really have thier own Tag to stop the "miss information" in tooltips.
[quote who="BuckGodot" reply="11" id="3639195"] OHHHHHH!!!! I see what is going on! WHEN A COLONY IS INITIALLY COLONIZED THE EFFECTS BEING APPLIED TO A COLONY FROM THE COLONIZATION EVENT DO NOT SHOW UP ON THE INITIAL SCREEN ! ONCE YOU GO BACK TO A PLANET, THEN THEY DO! No wonder it looked like that they weren't there. Not sure if this is happening under th
[quote who="Larsenex" reply="12" id="3639198"] How are the turn times about turn 100? Mine are so bad I can walk away go cook something and come back and still not be done. Horemvore, is your mod ready for 1.8? It has all the regular events in addition to yours correct? [/quote] Yep and Yep
[quote who="BuckGodot" reply="9" id="3639186"] Nope, still not getting any colonization effects applied to my colonies, core or new. I have a lot of mods running, so the next thing I am going to try is disable them ALL and then try the game unmodded and see what happens. Then just load this mod and see what happens. And so on and so on. [/quote] Oddness, in my test I had all my mods enabled (All the Trek Stuff + My Stand Alones). I'll do soem more testi
I have no code that destory's improvements. Edit: I made a rough AIStrategies.xml for Tiny to Large maps, get it here . Replace the one from the OP download.
Well I just booted a game with the replace method, First event was vanilla Comet, 2nd event was House Like Trees from my mod, -50% maintenace was applied, 3rd event was Underwater Habitats from my mod and that also applied Research and Influence gain of 20%. Did not test further as 2 out of 2 says its working :) Colonize Events Beta 1.8 Try this.
Im now going to try the replace method and see if that works, could be they have linked what ever round robin code is in the dll's to a specific xml file or something.
[quote who="neilkaz" reply="13" id="3639170"] Quoting Horemvore, reply 10 I got around to cleaning up the AIStarbaseGoverner.xml today and re-added it in, along with a new GalCiv3GlobalDefs.xml. The AI should for 70 turns alternate between waves of colony ships(they will rush build them when possible) and and bu
[quote who="neilkaz" reply="3" id="3639172"] I have this installed for 1.8 now and it seems (I've seen 7 planets) that all I get for features are the ones from your mod. I had no previous traits and feature mods installed. I seem to be no longer getting the previous standard features, however I do get the previous trade resources. [/quote] Most features are linked to Traits. You getting unlucky with planets with traits?
There is no bug in the code my end :(
Anyone else notice this bug ?
I have noticed with this patch(1.8) any additional Colonization Events added through the appened method(Have not checked the replace method yet) have stop working. You get the Colonization Pop up, you can select your choice, you gain Cuture points but any benefit or negative are not applied. They work fine if I revert to 1.71.
[quote who="admiralWillyWilber" reply="11" id="3639151"] Since at gifted it gives the ai unfair bonuses it would be better to play that hard instead. [/quote] Eh?
I got around to cleaning up the AIStarbaseGoverner.xml today and re-added it in, along with a new GalCiv3GlobalDefs.xml. The AI should for 70 turns alternate between waves of colony ships(they will rush build them when possible) and and building starbases. In these 70 turns it will also alternate between Research and Manufacturing.
Yep
I have noticed the turn time also. Gigantic map, 8 AI no Minors. at turn 26, 35-45s to process a turn. pre 1.71 it used to take 5s at most that low in the game. Also noticed ships take a second or 2 after issuing orders to move. There is also a 1-2s delay issuing starbase modules and improvements on planets :(
[quote who="CommanderBarzane" reply="477" id="3639041"] [e digicons]O:)[/e] I think you made a typo I think Not Quoting Gauntlet03, reply 476 There is not a compatibility patch available for download, is suppose to be now? [/quote] [e digicons]:rofl:[/e]
Learn something new every day!