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Horemvore
Updated to v1.2 6 More Events Fix for broken Precursor Satellites Benolvelant choice Text Fixes
Added events: Creepy Cranial Crawlers of Creative Chaos Funny Fumes The Mother of All Motherlodes They will be in version 1.2
I kinda solved this issue by "adding" line breaks. The window in the faction editor is (39) (41) 40 characters long so I added a line break to reflect this and it displays alot cleaner. FACTION_BORG_Dec
Updated: Alpha 0.2g 7 New Planet Features. Planet Features are now linked to Planet Traits. (Forest, Diverse Plantlife, Mudpools, River and Rolling Hills been the exeptions) Incorperated Star Trek - Planet Traits, Planet Diversity, Hereward's Planet Traits and Hereward's Planet Features mods into Enhanced Planet Diversity. Removed the growth Modifier from Pharmaceutical Flora trait, reduced Social Manuf
Same here, although my last 3 games have run fine. Sadly in response to my ticket support said " Unfortunately if you're using mods, we're unable to support them. " Which is fine, I get mods can mess stuff up :) Andros could you check the debug.err file and see if the last entry has anything to do with combat? Similar to this:- <blockquote
Ship Components are not linked into the PrerequisiteDefs table, so no you can not add Pre req's to components. You can try adding in the include to the schema, I know from testing schema dont seem to mind having new includes added, that however doesnt mean it will work My bad, it is. Sleepy eyes betrayed me! Edit: Looking at how the schema is built, you are correct in you assumption it a limitation atm. (Same with
[quote who="redviper37" reply="21" id="3638385"] and that would be... ? An expansion pack, I guess? A bigger campaing (yes, I like the campaign) ? [/quote] Expansion due next year (Early I hope). It was first mentioned in the Aniversary Twitch stream.
Since 1.71 I know I have to start the upgrade process off manualy(I think it is off by default) by checking Auto upgrade then clicking the little star icon next to it to apply to all starbases. After that they seem to upgrade just fine. By default starbases will only que 2 upgrades at a time, set in the xml this way. A starbase will not order for "new" modules only modules you have manualy installed that can be upgraded, you still have to start new modules off manualy. Saying all that
[quote who="neilkaz" reply="3" id="3638367"] Did you check and see if you were getting additional space for ship components from the 2nd Shrinker? [/quote] I did not check, and I started a new game now :o (although I have saves if its required for me to check) EDIT: I reloaded that game, I can no longer build the "extras" they are gone from the build que :o (I had not flipped the planets yet i
[quote who="Intrepidation" reply="19" id="3638355"] One of the reasons for lack of MP play is that a number of us can't get it to work properly, once it's robust I think we'll see more MP play. [/quote] I love MP and this is the reason I have not tried it yet :)
I can build them. I also thought maybe because i took the AI's planet with them on and can build them maybe they cant?
FederationDefencePlatform Did you add this too, in FactionShipStyleSetDefs.xml ? I forgot to mention that in my initial reply to the OP (Apended my Inital reply with this info).
They just don't show up in combat. Silly questions but, you are pointing at the right ShipDesign?
Fleet Change that to Shipyard or Ship? You have me a bit paranoid that my escort fighter change is not actualy working now :o (I never did check in battle, mines a starbase module and just never attacked a AI with it active) EDIT:- I think the code should be: EscortFightersCap &nb
How I did it:- Need to append or create a FactionShipStyleSetDefs.xml for your faction and change this line:- FederationDefencePlatform Also need to add a ship class in this file:- <span style="color: #ff00
They basicly made the PrecursorPlanetPercentOfHabitable a dead define. You will always get the minimum amount of precursor worlds set with MinPrecursorPlanets, cause 0.01 (1%) is always less that the minimum. Just do a calculation off the MaxHabitablePlanets which is 55 for medium. Even immense maps you always get the minimum, 0.01 of 300 = 3, minimum = 10.
I have over 10k Power(11.3k) in my current game and I am still able to trade with the AI, closest AI in power it 8.7k.
In my current game, I managed to Flip 7 Planets with the Benvolent culture trait thats flips all planets and starbases in your area of influence. No biggie. On examining said planets I decided to redo them all from scratch. So I destroyed all the improvements on the planets, one of the planets I fliped had a Hyperion Shrinker and a Hyperion Logistics System which I destroyed. BUT, they were then listed in the build que, even though I have already built them on my main ship building world. Bug
I fit in 8 AI + Self on a Gigantic map(I use Map editor to place the Start Positions so the spacing is even), no Minors, Spiral, Abundant everything! I am like you, like to have a bit of space to get my empire rolling. Usualy get around 28-38 Plants per faction. Playing on Gifted, Slow tech(Not that it makes much difference). It can get quite intresting mid-end game! 3 AI were at war in my current game for over 120 turns and it looked like a stale-mate to me, then BAM! Now one AI has 1/4 of t
Its a compressed File. Open it with winrar/winzip ect.
[quote who="wpkelley41" reply="4" id="3637906"] Question: Does the new style set mean the DLC kit includes a completed set for a faction? That alone will make up my mind. Or does it only include the pieces to make one? Thanks [/quote] From the sound and looks of it, its a new Faction Style. (Cant verify not got the DLC, yet) [quote who="leiavoia" reply="6" id="3637922"] If a person with DLC makes ships with new ship parts, can these shi
[e digicons]:thumbsup:[/e]
Woot Woot!