KarlBar99

KarlBar99

Joined Member # 3838766
6 Posts 128 Replies 770 Reputation

Went through it manually a step at a time and it's working now. Think i screwed up something in the militarization line of tech's as that's where i had real issues. All working now though after a lot of rebuilding. Think i'm going to setup a general modding questions thread though for a few other questions related to this project i have.

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Thanks. Yeah it's a total headscratcher, and no i never got it loading even once. But thanks for trying. Will have to try building from the ground up i guess. Start by modding the names, then going in and adding/removing techs till i find what breaks it. But thanks for the help :). Glad i'm not the only one confused.

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I can set up a smaller example to simulate an earlier example. But of course an earlier example IS NOT going to have the same size + empire wide bonuses meaning your not going to get as much falloff on the DF meaning it gets more powerful at lower tech levels, not less. And again you can see how it does not in any way balance out against the singularity powerplant. it doesn't even come close to balancing out against it, a tech capital + power plant + factories is so

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Sure i can upload the two files. I just wondered if there was a way to help me find it myself in the logs somewhere ;). Here you go: http://www.filedropper.com/dreadlords And yes i know the military section is missing all the weapon and defence tech's, i'm going to have to rebuild that from the ground up for what i want to do, easier than editing. I a

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@ naselus: Been busy in the other thread obviously so not had time to get back to you here. Your examples are a great example of exactly what the kind of affect i talked about would prevent, assuming it was implemented correctly. Spread it across twice as many planet and you get the same approval as if you where on one because of the swing

70 Replies 1,770,046 Views

As the title says decided to work up a completely custom tech tree, but when i start the game with it, it crashes, i think i've found the debug log, (the .err file in documounts/mygames/galaccivIII), but it's not being very helpful as to the cause. I have created a localisations file in case your wondering. Debug log is below. The unprintable character error is the only standout but i haven't used any characters not allready used so i'm not sure what tha

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Rather than run through some math i've gone and done a test game, i'll include the highlights in screenshots below. First i want to note something i didn;t know. The governmental bonuses all apply, not merely the highest as i assumed, (as many other bonuses work out at), however as you can see below it still doesn't change much. The basics however: The world without the singularity powerplant or DF on it produces

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Okay we seem to have confused each other pretty thoroughly with different terminology. Now we've got that out of the way. and some other stuff. Your still hopelessly wrong in every possible way. I went through the files including approval, (i'll take your word on the modifier for approval as i'm not sure where it's located in the files), the maximum possible "productionpoints", (i'm going to use game code terms in quotes to avo

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Naselus: I was writing a big reply about opportunity costs on the he ideological tree's then i got to your second paragraph. I'll give you the benefit of the doubt and assume you miss-understood me the first time. So i'll lead you through this one more time. The death furnace does NOT provide a bonus to max manufacturing it does not stack additively with factories. It stacks m

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It would also make cultural festival @Naselus: Actually the death furnaces are balancing against the Arbitration center and Enlightenment Temple. they're the respective ideologies +1 ideology per turn buildings. I understand what your saying with them being slightly lower hanging fruit, but they're also on not on a line that's so universally powerful either. To rush the other two wonders you generally have to make a sacrifice somewhere else in the tree to pi

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Naselus: Go check the files. The arbitration center and the Enlightenment temple are not faction wide and do not provide multipliers to raw output in the respective categories. The Enlightenment temple is really just a super powered, (as in better than double), Innovation complex and the Arbitration Center, whilst it does provide a flat bonus, does not provide a separate multiplicative bonus, does not get a non-standard adjacency multiplier. You can't stack it in the same fashion as the d

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@Naselus: Even if you with a really basic adjacency benefit will provide that world with a 60% increase in total manufacturing output purely based on adjacency. The deat furnace is even worse, site it on a major production world and you can provide a massive 3.5 times multiplier to total production from it. Total production is: (raw + flat bonuses) x manufacturing bonus x production bonus Everything but hives and death furna

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Huhy, oookay, just went fiole diving and the hive does use a different setup to factories et al. I suspect it's a bug though. What i think happened is that in an earlier build the adjacency benefit was +raw production, when they changed it to a multiplier they forgot to change one of the values. And given you can get a 20 point adjacency, (probably 22 at a push), that's unbeatable. Death furnace shares the same bug on both it's base and adjacency benefits.

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Just been in and checked, Adjacency benefits are additive, not multiplicative, pulled out my calculator and cross checked the figures. I didn;t do it with hives specifically but since they use the same bonus system it should work regardless of adjacency source. Also decided to sit down and mod the Altairian tech tree, see if i can't morph it into something useful. Will let you know when i'm done tinkering.

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Got a question that i'm not sure how to solve, i'm sure there's an example somewhere in the existing files but i'm not familiar enough with the existing tech trees outside of the few i've played to know where to find it. I want to modify a tech tree such that i remove certain buildings from specific techs without touching any of the other things, (primarily starbase modules, though buildings in some cases), granted. I'm just not sure how to do it

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Sure i'll lead you through each part though first with a screenshot below. A2 = to the bonus raw production provided by the hive. It is used by E column only. B2 = to the percentage bonus to production of the world with Hive rendered as a decimal. The value that's in there now is equal to a 1,000 percent bonus. C2 = to the extra percentage increase provided by adding another factory, again as a decimal. The value giv

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Goatmeal: I can do basic math, my workings are correct. I can lead you through my spreadsheet and give it to you if you want. But all it does in simple terms is quantify the base production multiplier and raw production without Hive/Factory, then separately work out the final outputs one with Hive, once with Factory with Adjacency accounted for.

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