Ok V0.2 is up with some major balance changes and the military tree a it more fleshed out. Enjoy.
KarlBar99
*facepalm* Should have thought to check that target thingy, put it down to late night stuff. Also tested negative strategic repair modifiers. It does reduce a target's health to zero, (though the display suffers a rollover error), but they don't die at zero health till a battle starts.
Big Dumbass Question. Never paid attention to it before and it can be awkward getting the AI to do what you want so i thought i'd ask instead of trying to test. Do Area affects on a starbase, (i.e. stuff that affects it ZOC), affect the starbase as well in tactical combat. Or would a module need separate modifiers for that? Also has anyone experimented with Strategic Repair penalties large enough to theoretically produce negative numbers. Does it actually deal damag
One of the best ways to avoid that is to use notepadd++, have all files being edited open and use copy past to copy such items across. Doesn't prevent them, but it cuts down a lot. Spelling Errors are just part and parcel of the whole modding thing, no ones perfect, hell look at how many bugs there are in game atm that are due to the Dev's doing it... If that many slipped by their Q&A you can guarantee that there where a lot more before Q&A got done.
2. Cheers that what i thought. 1. No what i mean is if ai specify a modifier, (Say +moves or whatever), is there code that would let me target a specific hull type instead of just all ships. Basically the number one issue i'm getting with my Dread Lords race for Tiny/Small hull types is that the modules are just too dammed heavy, i could do with either specifying a larger hull size for fighters or specifying a small hull size specific capacity boost as part
Question, assuming it's possible what code would i need to enter to specify a specific ship hull type, (i.e. Tiny, Small Medium e.t.c.). Is it possible to either create new fighter types or specify a specific tech tree to use different blueprints for a specific type? I suspect the answer in both cases is "not possible" but would like to be sure.
[quote] My first thought when something does not work is; "What stupid shit could I possible have done now" Usually spelling error somewhere [/quote] Same TBH, but i was just too tired last night to see it.
Thanks. Also figured out the issue. Lack of sleep last night made me put the modified racetraitsslidergroupdef file in the wrong folder, (English/Text to be precise). Yeah have a good laugh.
Cheers Deathwynd. Question, where's the XML plugin for notepad++, i've long use the same program myself but don't think i have that plugin unless it's a base install one and i just haven't realised i have it or turned it on. Will give it a go in the morning, (well afternoon will be when i wake up local time but w/e).
Simple answer that should work, though i'd need to test it to be sure, add a preclusion specifying the relevant tech tree of your race to the military academy.
Oh god, completely missed that, so obvious too. Perfect example of seeing what we expect to see. Question of my own that you might be able to help with Deathwynd. Tried to add a custom trait via modding, used your diversity trait mod as an example, but it dosen;t seem to be working, the option to select the trait doesn't appear. Relevant sections of code: This is a new file named; DreadLordsRaceTraitsDef: [quote] <?xml versi
I'd assumed from the information i gave it would be obvious, it's a tech tree/race mod. Currently there's no raca defined so you'll have to create one to use the tech tree, which is what's actually the bulk of the work. I'll edit the OP to be more clear however.
[quote] NoRandom [/quote] That piece of code is redundant as their are no entries associated, can't see why that would be an issue but only thing that jumped out on a cursory glance.
Hmm, assuming the answer to my second question above is what i think it is, (i.e. they build various type's, not just the default constructor blueprint), and assuming i understand how the AI prioratises this sort of stuff; Change the following code from: [quote] Value Ship Flat</Bonus
And this is for your Arcaan's yes? Let me dig through some files i remember looking at, see if i can see how this is working out. Also what do the constructors they do build look like?
Check the screenshot i posted, there's clearly underscores in the out of view text, that was never in the original text. I'm pretty sure there's something else going on there. But i have seen the rest of the behaviours you mention. Also thanks for the diplomacy explanation, fills in why diplomacy is effectively non-functional. I assumed it just added/subtracted from their opinion of you in some way but if that's all it does and it's a scale of 1-10 when you can hav
Can you clarify. Is the AI simply not building ships equipped with the module, or is auto-generation not producing ships using the module? Also a more mechanics based question i'm hoping someone can answer in case i ever want to play with such values, (i'm allready thinking about my next project as i have a god idea of 99% of the stuff i need/want to do with the existing one). First how does +Diplomacy transfer mechanically speaking into actual re
Updated to v0.11.1, minor typo slipped through in a file that rendered the mod non-functional. Now fixed. Note to Self: Take more care with the Notepad++ Replace function in future.
[quote] Ahhh good to know, wasnt quite sure how exactly it worked, I usually just pile like 9 units into each invasion and usually it works just fine. Mostly I just destroy invasion ships before they reach my worlds and when I dont they mostly steamroll me. [/quote] Pretty much the same.
Suprise... Seriously there's no justification for every design not having a requirement for all 3 defence types as a basic. To be fair also there's a genuine issue with the way hull size and capacity scales atm, take out even a portion of the capacity boosting and miniaturization techs and anything less than medium hulls becomes nearly useless and medium hulls have very limit utility. I'd argue the scalar difference between huge and la
No worries, also don;t panic about resistance so much. resistance just determines what percentage of the planetary population will fight, defense kills of the listed percentage of the attack forces before combat is resolved, (invasion types can apply upto a -50% penalty). So resistance can just make a world hard to conquer. Defence can just flat out make it impossible.
Updated to V0.11, this has working starbase modules though i'm going to need to figure out a new naming scheme to get the name lengths small enough for the UI, they run off the sides of the tabs atm. Sorry about that.
Ahh you needed to be clearer on the rarity factor. I took Uncommon to be T1 extreme world rarity, (barren e.t.c.), and Rare to be Tier 2 Extreme Worlds, (Radioactive et al), rarity. If they're that rare there's room for more power. I'd still say there's some real issues with any massive influence bonuses or any defence boost over 25% as its allready fairly plausible to hit 100% defence or slightly more as is, add in the Meleveloant tree and you can create a world that flat out
If i don't change it i can't swap the standard research buildings for the custom ones ;). Unless i missed a way to do it anyway.
Ok some feedback, number is counting down from the top of the list one by one. 1. Given the downside and very rare nature, acceptable but strong. 2. Sort of on the fence, this needs some kind of nerf but i'm not sure by how much or where. 3. Much too powerful, kill the approval benefit and cut the defence boost in half and this might be balanced. +% food is the most powerful modifier available by far.