Ever since I opt-ed in via password for the initial closed 1.1 opt-in, I don't think I've been able to get any opt-in patch that wasn't a hotfix. Is anyone else in the same boat as I am, or is this just a case where lots of people aren't able to get 1.2 opt-in?
BuckGodot
Has it as listed as available, but it's not downloading for me either. I keep trying to opt out and then opt back into to trigger it, but I gets nothing.
[quote who="naselus" reply="109" id="3578745"] Well, you could use that trigger on a racial ability. Several of the others already use triggers. And you could set durations on certain effects - what kind of effect do you want to trigger? [/quote] What I want is for all tiles on all planets (current and future) owned by a faction to be upgraded (upto LandPecentageMin .15) after an improvement is built. I can get it so it works when: The improvement itself is bui
[quote who="naselus" reply="107" id="3578738"]There doesn't seem to be much in the way of triggers that can be used to fire something on, say, turn 100. [/quote] AIUI, that's not actually that difficult: OnStartTurn 100 BLAH BLAH BLAH it's getting to do it on [u]EVERY[/u] turn is the problem. If there
Another batch of questions for the leanred assembly here. :) I just talked about this in the thread for my mod, but I thought I would ask it here as well. Is it possible to create a custom resource, have it so an improvement can use it, and give said custom resource to a faction [u]WITHOUT[/u] it being mined? It's more than a bit kludgy for what I want, but it seems to be one of the better avenues I have. The second question I have is, is it possible to "turn o
Getting back to the Orbitial Terraformer, a pair of questions for modders more learned than I. Is it possible to 1) create custom resources and 2) have improvements be dependent on the existence of custom resources and (most importantly) 3) give the player resources [u]WITHOUT[/u] them being mined? As a kludge, I was thinking of tying a secondary planetary improvement (say a near freebie that "links up" with the main Orbital Terraformer) to a resource that is granted by the impr
[quote who="Franco fx" reply="17" id="3578630"] How does the distribution work. How many tiles can you terraform with just durantium, etc, etc.[/quote] Planetary Soil Imp: .35 Land, 30mp Enhanced version: .45 Land, 40 mp, 1 Durantium Soil Engineering: .30 Land, 30mp Enhanced version: .40 Land, 50mp, 1 Thulium Terraforming Plant: .25 Land, 45mp Enhanced version: .35 Land, 60mp, 1 Durantium + 1 Thulium Habitat Improvement: .20 Land, 67mp
Thanks for the feedback everyone, much appreciated! :) I'll address the points brought up in reverse order (more or less). I'm running into a pretty big roadblock on the Orbital Terraformer. Try as I might, I can't get OnPlanetTileOwnerChangeToSelf, OnPlanetTileOwnerChangeToForeign, or OnPlanetRebellionComplete to do anything on an trigger set to an improvement. I suspect, but only suspect, that it is because the On
[quote who="marigoldran" reply="8" id="3578327"] I can teach them about general economic and military strategy that they apparently forgot to program into the AI. Strategies such as don't bother upgrading buildings other than the colonial hospital and that there's no reason to terraform until your planet is already filled with level 1 buildings. Also, that there's no reason to build mining starbases until well after the expansion phase is over. <
I don't doubt you would "crush them" since every computer game ever made that was more complex than Pong has an exploit or three. But "teach them a thing or two"? THAT I doubt. And what would you teach them anyway? That if someone follows a super narrow path that they can win in an exact series of circumstances that the vast majority of the player pool will never care about? Dunno, man,
[quote who="Deathwynd" reply="104" id="3578224"] Actually it doesnt seem to matter whether you have mods running or not, I get that error message repeatedly every time I start a game regardless. I suspect it's some internal hook for alternate language versions which does not hook into anything at this time. [/quote] Interesting. Just have to live with it, I suppose. :)
While playing around with my Enhanced Terraforming mod, I decided I should check out the debug.err file to see just how clean it was. Looks more or less good. but I keep seeing this error in it: Debug Message: ERROR: GetTranslation() failed I first see it after the tree for the Colonization branch was created internally. Then I see it intermittently afterwards. The mod seems to run without any problems, but as I said, I like to keep my code cle
While I'm banging my head against the wall trying to figure out the last pieces of the Orbital Terraformer (SPOILER ALERT: It ain't looking good if I want to keep this as an append mod), I thought I would ask if any one has given this mod a try and what they thought of it. Comments about the pace of growth of planets are especially welcome. :)
Don't forget about the existence of pirates. Starbases/shipyards need to be able to fend them off in the very early game.
[quote who="Deathwynd" reply="10" id="3576823"] Well you can hide traits from the creation screen, but not abilities. Traits are defined in RaceTraitDefs.xml but if they don't have an entry in RaceTraitSliderDefs.xml then they exist but aren't accessible from the custom race screen. You can make an item, ship component, improvement etc dependent on a race trait but I have had no luck making it dependent on both a trait and a tech. While you can set a state flag s
A bit of an update on the attempt to recreate GC II's Orbitial Terraformer. Did some playing around with a "proof of concept" improvement to see if I could even do what I wanted before I touched the tech and resource requirements. Good News: I was able to make an improvement that terraformed all of the tiles that the Resequencing Station can upgrade, faction wide. I was also able to make it so that improvement then upgraded all new colonies that were created
[quote who="Deathwynd" reply="6" id="3576330"] I've tested using an OnStartTurn trigger with a trait that would go off periodically. The problem I ran into is it requires a parameter for which turn to activate. This means it requires an individual trigger entry for each turn, which is reasonable when its just a few. You could look at the OnPlanetTileOwnerChangeToSelf trigger event, that might cover all non colonization methods of obtaining a colony. [
[quote who="naselus" reply="4" id="3576276"] Doesn't the strategic resource cost just make this rather micromanage-y? I mean, I'm still going to produce the tiles - I just now need to revisit the build queue 3-4 times rather than loading up the queue in one turn and leaving it to bake. I'm not even sure that it will prevent the AI from mass-terraforming and crippling itself, since the AI only queues 2-3 things at a time anyway.[/quote] A fair concern. I reckon there a
[quote who="Deathwynd" reply="2" id="3576229"] Ok I can't be absolutely sure if this would work in an improvement but this is how I do it in a custom faction trait. OnConquerPlanetFirstTime Planet Instant TerraformTilesOnPlanet &
NOTES/OBSERVATIONS: I have done some small amount of testing of this mod. The AI [u]will[/u] build them, though I don't know if they are building them too fast or too slow. For my own faction testing, the "pace" seems to be pretty reasonable, as I didn't have planets grow super quickly. On the other hand, the fact that two first repeatable terraforming improvements respectively took a single unit of the two most common resources made it so I was rarely in a position where I co
(tl;dr: Link to the mod is near the bottom of the post :)) One of the more persistent gripes regarding GC III from some players seems to be the terraforming system. Currently, there is an incentive to hold off upgrading tiles until the very last terraforming technology is unlocked so one will not accidentally improve a tile that could be used by the Ultra-Terraformer later on. Also, the Altarians do not ever get access to the Ultra-Terraformer and some players consider the
As the resident anamoly spammer, I can chip in on a few things. Currently, in the base game, Ship Graveyards seem to be covered by pirates somewhere from 80 to 95 percent of the time. At least at the beginning of the game. I make it a point to vacuum anamolies up as much as possible, almost to exploit levels. Ships on autosurvey will run into pirates (the game will ask if you want to continue, thankfully), if at the same percentage, I cannot
[quote who="Deathwynd" reply="5" id="3573889"] Thank you very much for the info, since this is intended to be used by all races I will simply switch it to TechTree. Probably shoulda done that in the first place but I was not aware that not all races called it CoilonizationTech. This also solves a problem I was running into with my Planetary Diversity mod where a couple of races were inexplicably avoiding my extreme flagged worlds, I will pass this info along to Hereward
Great work as always. The ability to append improvements (so they can be version agnostic) has given me an idea of my own to work on, so if/when I ever get around to releasing it, I'll make sure to credit you. :) One thing about this mod, however. Neither the Drengin nor the Yor can build the Propaganda Center, due to the fact that they get different starting colonization techs. Thankfully the fix is very simple to make. Simply replace this: <p
As I intimated in the other thread, you're looking at this all wrong. Those [u]aren't[/u] your political borders. They simply show your (and others) influlence. If you hover a mouse of a tile, it'll even show how much influence each civ has on a tile. If one looks at it that way, immersion should be broken in the slightest. Now as for turning them [b]into[/b] political borders at the start of the game via a mod? Sure, that should be poss