In my game, the custom names of the planets of your custom star systems aren't showing up. Instead they are things like Tiamat's Promise II and Tiamat's Promise III. I had this with my Star Trek Minor races, used to bug the hell outa me as both the System and Planets defs point to the right names/text strings, and yet it still used to "rename" planets and the ocassional system, It wasnt untill I changed the actualy text str
Horemvore
Dropbox or Onedrive?
Europa Universalis IV - Used to suffer with mega slowdowns late game, even on high spec machines. I have not played it since republic DLC an thats a few years ago now. Stellaris looks pretty decent, sad to here its only 32 bit thou....in this day and age..
[quote]Thanks for the report. We'll look into it. If you move your mouse around on that fleet, does the text jump to the correct location? [/quote] Sometime it does yeah, other times not. Also mousing away then back again, this fixes it sometimes too, again though not always.
I cant reproduce it either, it is just random, and if I select Ok, my chosen planet still gets assigned, even with the message. As A0152570 says if you click cancel the message goes away.
Even after choosing a sponser for a newly constructed shipyard, I randomly get the "Shipyard will have no sponser" message. I say randomly because it doesnt happen every time, just twice in my current game. See Screenshots. <img style="vertical-align: baseline;" src="https://www.dropbox.com/s/tjbm1qo2gjyzks4/sponser2.PNG?dl=1" alt=""
See screenshots. Only seems to happen when a fleet has used some of its moves or all of its moves.
[e digicons]8(|[/e] I thought that was the case, but no harm in a little warning....just incase.
I use custom Groups for my Star Trek Minor races and the Star Trek Themes Mod, have not run across any Gremlins, had more issues trying to remove/replace the default major systems!
[e digicons]:thumbsup:[/e] +10 On this Idea [e digicons]:thumbsup:[/e]
If you zip up your designs and xml's I'll take alook see. You can also try checking the debug.err file, it opens in any text editor.
Yup, I think it happens when a neighbors planet nearest you has higher per turn influence than the planet with the ! . That is what I have observed, once I built a culture SB + some improvements on said planet to take the planets influence higher than his, after a few turns it went away.
[e digicons]:thumbsup:[/e] [e digicons]:thumbsup:[/e] [e digicons]:thumbsup:[/e] [e digicons]:thumbsup:[/e] Love this idea, would love to see somthing similar to this for Minor Races too.
Haha "This Video contains content from CBS CID, who has blocked it in your country on copyright grounds" ROFL. Meh too Cryptic and thier money grabbing STO. F2P was worest thing that happened to that game(Other than Cryptic making it).
LMAO [e digicons]:thumbsup:[/e] On the Short Story! Made my day.
So...it took me a lot of playtesting to replicate your error:- I got this error due to removing the Faction ShipStyle and ShipDefs xmls from the directory, so basicly they were not presant when I booted the game. I would check the location of your files. And or the name of your Ship Style.
Would you mind posting your XML's? Debug Message: Ship Design: Missing ship design for ship class auto-upgrade AwardUNSCTransport. Was this caused by pointing to a custom ship design? Blueprints must point to core or modded ships. I had this with one of mine, but I dont remember what caused it. All I remember is that it had something to do with the xml's.
LOL Cheese...haha. So it works....thats good to know, now am I evil enough to include it on Romulan and Klingon ships....hmmm [e digicons]}:)[/e]
Well I dont have much planned, Custom tech trees, weapons, improvements, starbase modules for each race, AI balancing (Id like them to be more challenging late game). I am currently working on the Borg since they are the race that need the most work I thought I would get them out of the way first! Sadly it is just myself working on this small project! Although I am willing to share if anyone shows intrest in helping/expanding what will be in this mod. Small update for today, 0
I have seen there is a Cloak and Detect Cloak effect. Has anyone tried using this? Is it even usable?
If you are refering to the Tile bonuses that say for example, +2 Military and +1 research, then +1 equates to 5% extra to an adjacent building that is research and the +2 is 10% extra on that tile to military. Most tile bonuses equate to 5% increments, unless its food/moral these are +0.5/+1.
You can Ignore Translation Errors. I get them too, alot. i dont see anything else in that paste of the log file. Is you game working now? Not sure what you mean by delete ship components? Do you mean Ship Parts like in the designer?
Pretty much as the title says [e digicons]:D[/e] Edit Reason I am asking is in the AIStrategies there are settings of the wheel that would cause high coercion which is not a good thing, atleast for players. Wonderign if the AI get to circumvent this? [e digicons]O:)[/e]
Its all handled "Behind the Sceens" as far as I can tell. Not noticed any increase in Tourism profits when adding trade routes. But then the Tourism calculation is not very helpfull in game, like it tells you nothing other than X creds form tourism. Disapointing tbh. It should have a run down of what effects it tbh.
Just an update on the trade Route Bonus, its 205% + Racial + Planet Trait + Techs + Ideology. Larsenex an I seem to have the same thorey on planet layouts [e digicons]B)[/e] I just ended my current game due to been unhappy with some modifications and some niggle little text bugs in my mod. First game I have taken too 400 turns with the new planets layout of 3-6 Farms per planet (pushed some to 8-10 just to see whats what) population is pretty insane on prod/research.</p