KarlBar99

KarlBar99

Joined Member # 3838766
6 Posts 128 Replies 12,230 Reputation

Ok Dread Lords Race mod, though currently the custom tech tree and not the racial's are the focus, per my warnings below the racial aspect will come when i've got the rest working. Ok a big WARNING first. Then i'll give a basics rundown This is V0.2 which means some things are incomplete. A) Currently any localisations, (that is in game text for an

8 Replies 11,185 Views

Yeah lots of damms being said here too Naselus. Here's a selection of the finalised strings that do work so everyone can do length comparisons with them. [quote] Military Prototyping Lab Military Testing Range Large-Scale Lab Facilities Large-Scale Testing Ranges Rapid-Prototyping Facility <br

118 Replies 81,397 Views

Ahh cheers, so far only two seem to be affected, the one noted and the T3 version of the research Lab, weird that that's affected when the other 3 aren't and they're much longer. probably a weird formulae or something for determining the limit. Thanks for figuring it out.

118 Replies 81,397 Views

[quote] You know there is a mod out there to do this.. Haven't tried it yet but planning to [/quote] Tried it myself, it;s not a cure all but it really cuts down on the spam. But as Naseulus has noted i'm sure i'm quite big on not messing with intended mechanical aspects of the game, i'm just not sure if there's a specific mechanical reason to keep them separated. [quote] If I ever find a real use for mili

40 Replies 67,963 Views

The easiest answer to the sensor boat issues would be to make sensor modules 1 per ship. You could stack multiple tech levels, but not multiples of the same. Thus last game you could still build the sensor systems you need for bigger maps, but only the smallest maps could give unreasonably large reveal. I've only found sensor boats really necessary early game on one specific setup. Abundant pirates. With that you need them to explore at all.

27 Replies 168,974 Views

One thing that would hugely help with the starbase spam is to make mining rings work like the Xeno-Archaeology line. I.e. can fit on any base. Then you'd see a lot less starbase spam because you could cover the same ground more efficiently. I'm not honestly sure why their separate. Lets be fair even a fully upgraded starbase has crap for defences so it's basically helpless in an actual fight they seem to be there to limit the power required to kill them, not make them tough on the

40 Replies 67,963 Views

From looking at the schema the cloaking module stuff was never implemented, i'll have to try the carrier module idea out later. Having a weird localisation fle issue. The inputted text doesn't appear to be getting used and i'm not sure why. Relevant sections of code. It's specifically the display name that's not showing up. [quote] DreadResearchChamber <DisplayName&gt

118 Replies 81,397 Views

Naselus i've explained once allready why maintenance is a bad solution i'm not going to do it again. I will however address a couple of specific points. 1. The fact that LEP doesn't do what it's supposed to do doesn't change the intent of it though. 2. Except that approval effects all the necessary things that need to be effected making it perfect for limiting empire size. The key problem that you are rig

70 Replies 1,770,539 Views

[quote] If you have to sink all of your points into money, your research/manufacturing/etc gets hit too. Try his mod on insane abundant/abundant. It works much better than any system you've hypothesized. Also, what you don't understand is that in the late game, the LEP penalty from -0.2 Money/planet is effectively nothing. One specialized planet with 50 pop generating income can pay for 50 other planets. However, the LEP from -0.2 Mora

70 Replies 1,770,539 Views

Except you don't want top just hit the money. You want to slow the whole thing down. Which means you need to hit manufacturing influence, grwoth, and research too. Currently flat research, (mostly from acencion crystals), can give quite significant amounts of research even if you throw everything to wealth. Manufacturing a bit better off in that it is more directly effected as theirs very few flat sources of it. But if one of your worlds has enough raw, well yeah.

70 Replies 1,770,539 Views

The fundamental issue with LEP as implemented now is that no matter how you setup the penalty from taking one more planet only hurts new worlds hard unless it's allready hurting your empire hard. For it to work as an empire expansion slower it needs to whack your empire as a whole so that your whole empire slows down from LEP. hat requires that LEP apply in a non-colony specific way.

70 Replies 1,770,539 Views

Like i said earlier i don;t think there's any intrinsic issue with making LEp work as a concept subject to suitable modifications to the functioning and approval benefits. Your stance on the research aspect is showing that your managing to completely miss the point of LEP. LEP isn't there to stop you building a super large empire, it's there to stop you doing so quickly . The research penalty is there to deal with the fact that

70 Replies 1,770,539 Views

Well bugger. Thats a bit of an issue as i'm setting the dread lords up to be fairly unique in their weaponry and defences. Specifically they don;t use separate modules for each type, they get universal modules that whilst less powerful in any one area, (meaning they suffer more against mixed defences wit weaponry, defences get a separate unique aspect that accounts for their weakness), are a lot more mass efficient for broad spectrum uses. In mean sure i could use an existing weap

118 Replies 81,397 Views

Yeah the benevolent third line is really powerful in part because the second trait doesn't just increase you income, it multiplies allready accrued influence so if you have a lot of it on your HW and it's pushing at the borders of someone you can suddenly flip them to having all their stuff inside your borders. Combined that once with UFP headquarters and in the space of time it took me to get 2 ideology traits mid game went from roughly 20% map control to better than 70% with oodles

3 Replies 5,055 Views

Thanks it's just doing a complete file replacement for a tech tree mod is going to introduce all kinds of compatibility issues :(. Another question, i've tried editing ComponentClasDefs.xml but adding a new class there produces an enumeration error. I think i've found the .xcd files that handle that but editing those seems to have no effect, anyone familiar with editing this sort of thing care to lead me through adding a new class t

118 Replies 81,397 Views

1e20 for an ISD's shields is completely bogus if where using EU evidence. We've seen proton torpedoes go off in atmosphere and it's arguable if they reach even 10KJ equivalency. We know from the same EU that to knock out all 6 shield facings takes roughly 120 torpedoes. That's only 5.4E15. Even if you fudge the proton torpedoes up some anything north of 16 zeroes is unreasonable. And we've seen ISDII's pound each other for 10's of minutes before going down. So the

40 Replies 78,613 Views

Whilst i'm creating this for my own little pet project to ask dumb basic questions in, anyone who has a question and wants it answered should feel free to drop by, the lack of anything like this that i've been able to find, (maybe i'm blind :p), is a bit sad for everyone else who has questions. Ok my first really basic question. is there any way to modify an existing entry in an XML file without overwriting the entire file? The readme talks ab

118 Replies 81,397 Views

[quote] This. It's no better than some late-game colony uniques. It has taken two wonders to make it equate to two planets. That's nothing special when the only thing stopping you having those two planets instead is... an extra -0.2 approval. One planet being as powerful as two other planets if it has half a [/quote] And again you don;t need all that to make it that good. Earlier game when you've only got basic power plants the factories and

74 Replies 233,453 Views