Horemvore

Horemvore

Joined Member # 3791731
90 Posts 1,903 Replies 1,908 Reputation

[quote who="BuckGodot" reply="1" id="3637036"] Looking good. Have had a chance to test it yet, but wanted to let you know that you probably want to have the mod display "Morale" instead of "Moral" for the Sentient Forest event [e digicons];)[/e] EDITED: Found a minor error in the Aurora Snows event. The flavor text for the Malevolent choice is simply a copy of the Malevolent choice for the Pods event in the base game. Though you would want to know

19 Replies 27,627 Views

I think there are far more things than its decision making that gimps the AI: One Action per Turn Bad AI Governors Bad Blueprints Not knowing how to adjust the "population" slider for colony/transport ships Not knowing what to do with defunct colony ships, you know them colony ships that are hanging around planets for turn after turn after turn because you beat the AI too them. Limited number of AI Strategies All I can remember off the t

6 Replies 31,762 Views

Taken a look at GRM, as long as you do not use GRM - PRT and GSM it should work fine. GRM - PRT by looking at these files is to do with Pirates. In my Mod I have completely changed the Pirate Faction to use a Custom faction so you are not losing out by not using it. GSM by looking at these files

595 Replies 1,784,408 Views

The AI Governors seem to be set in GalCiv3AIDefs.xml this time round. And with no available option to add commands into the xml's by editing the Schema's, replacing a Governor is the only option. As to the player Governors its possible to add new ones. But again I think you would have to replace a default Governor since there is no way to add new UI elements to the game either. TBH I have not looked to see if just adding a new Governor updates the UI in game or not, I'll c

3 Replies 5,773 Views

No, Static blueprints can break the Capacity rules, and some do. Think of it as getting a "Leg up", same for the starter Surevy ships thats armed up :) ScoutStaticBlueprint Starting Scout (All Races) Tiny Suppo

2 Replies 7,138 Views

[quote who="CommanderBarzane" reply="19" id="3636496"] Hi Horemvore great looking mod. was just wondering if this is compatible with Gauntlets race mod? [e digicons]:beer:[/e] [/quote] Probably not tbh. We both change the FactionDefs.xml and one will over ride the other so something will get broken either way. Once Gauntlet updates to 1.71 I can look at making a compatablty mod.

595 Replies 1,784,408 Views

As the title says, this bug is STILL happening. I asked Paul during the aniversary stream on the 19th about this bug. He stated it has been fixed but was unsure wether it actualy made it into 1.71. Now the patch notes list it as been "fixed" also. It still happens. Can we get please get a Hotfix for this? Or atleast some offical word on the matter??

11 Replies 56,213 Views

[quote who="rynebrandon" reply="53" id="3636401"] I honestly can not fucking believe they haven't released as easier way to do this, yet. Forget the fact that ability to makes a shipset should be EMBEDDED IN THE FUCKING GAME - let's leave that aside for a moment. They haven't even released a standalone downloadable tool. And even if they did, you couldn't download completed ship sets from the workshop. Still. A year later. Sorry. Just needed to vent. [/quo

63 Replies 373,161 Views

Patch 1.72 is planed for mid-end of June - Astroid Mining/Ship Leveling Path 1.73 is Planed for August - Cant remember what was said of this. Crusader Exansion Planed for next year - Espionage and a bunch of other stuff I cant remember. Its was all mentioned in the last Dev stream (19th May):- [video]https://www.youtube.com/embed/w1yZuemi71Q" frameborder="0" allowfullscreen[/video]

3 Replies 17,392 Views

Updated to Alpha 0.2f:- Fixed Broken UI Texts. (Updated to 1.71, missed file) [WIP] AI Strategy Tweaks: (Start(20 Turns) - Expansion(30 Turns) - Fortification(20 Turns) - Expansion(30 Turns) - Fortification(25 Turns) - Personality(Turn 125) - Victory Condition(Turn 250)) Expansion: AI will agressively build Colony Ships while going for Expansion/Growth techs. 2nd Phase they will produce Defence/Attack Ships. &nbs

595 Replies 1,784,408 Views

[quote who="brokenwolf023" reply="30" id="3636078"] In the bullet point just above the Precursor events fix, it states that "Games will no longer run out of colonization events." It is a separate issue that was supposed to be fixed. [/quote] My Bad missed that completely [e digicons]x_x[/e] Guess I'll have to test some more before I go nuts with new colonization events. EDIT: Booted up my test game from last night. I

39 Replies 74,157 Views

[quote who="Zhurok" reply="27" id="3635945"] Pretty disappointing to see that the colonization bug is not fixed. Seems like it would've been pretty easy to test if the fix actually worked. [/quote] The fix was to stop Precursor Events appearing on normal planets. So the fix is working as intended. As to Colonization events stopping after 30 planets, well theres only 30 default colonization events and they dont loop. I do not know if they looped bef

39 Replies 74,157 Views