One only needs to spam starbases if it is necessary to win the game. Well my experience tells me it flat out isn't. It will make you more powerful, yes, in the classic turtle strategy (otherwise known as "grow tall"). But it flat out isn't necessary to win. it simpliy isn't. Therefore if you find starbase spam tedious..... Don't engage in it. I know I certainly don't. ;) PS: As I am sur
BuckGodot
[quote who="Thecw" reply="1" id="3564474"] The are not even processed by the xml engine. *SNIP* However this would be a mod, and i assume you want it back officially. [/quote] Yes, I'm aware of the "<!--" bit, but thanks for clarifying. :) And, yes, I'm mostly wondering if it is coming back officially. If not, at the
As of 1.0.3 Motivation V (Unforgiving) is still not unlocking the Culling Project. It [b]IS[/b] giving a 25% boost to production, as expected, however. As I look at the PlanetaryProjectDefs XML it appears that [b]ALL[/b] of the projects that are supposed to generate Ideology have been turned off (via the !-- tag): ProjectCulling ProjectCulling_Name</Display
Question is simple, and in the title. But to expand a bit, I've been slogging through my game I started in 1.0.0 (it's taking me a while to do a 1600 base/I/A/A/A game, alright? :p) and I noticed something interesting, and perhaps counter intuitive. Production that is not used on one turn is rolled over to the next. Great. A godsend, really. However, it doesn't appear that when one switches to a Planetary Project that the excess production one has
This should be possible via a mod, I would think. I'd be somewhat surprised if there isn't a trigger to atuodeclare war in the defs somewhere. Just make it so when the first contact trigger occurs, war is declared via a trigger as well. This has the added bonuses of AI on AI warfare as well. Playing with triggers is something of an advanced option when it comes to modding, I admit. But it should be possible. Then just replace Universal Translator wi
[quote who="cstorvold" reply="32" id="3561592"]Here's a reality check for you. The devs will do whatever it takes to maintain consumer support for their products. If enough players demand a feature, they will implement it. [/quote] Consider my reality checked. :) Still, perhaps I can return the favor and help check your reality as well. ;) The fact of the matter is, [b]very few[/b] people are clamoring to be able to build more than
I had this problem at either 1.0.1 or 1.0.2. Made a backup of my GC III folder in My Doocuments, did a complete reinstall from scratch (ie deleted EVERYTHING in the Steam folder and then reinstalled) plopped over my save file, ship designs, and race logo/portraits and I've had clear sailing since (found out I did have to manually put in an Autosave file for Auto save to work for whatever reason). No id
[quote who="Bloodlust1983" reply="1" id="3561233"] Hmm and I thought the top number should be 128 races. You should file a ticket over this. I think you're the first one who bothered to make so many races to create 100 opponents [e digicons]:)[/e] My congratulations! [/quote] My long standing suspicion had been that the 128 number includes minors. Haven't bothered to find out yet as I still have a 70+ faction game to finish off. :)
[quote who="Sorentoft" reply="17" id="3561245"] Should probably be stickied. [e digicons]:)[/e] [/quote] Sounds like a decent enough idea. :) Thanks for adding mine to the list. One of these days I'll probably clean it up and make it more of a proper mod. Also gonna have to keep an eye out on those three XMLs to see if SD patches anything in them that I might want to throw in as well.
[quote who="Seafireliv" reply="172" id="3561238"] It`s probably a bad time to be making Mods while Patches are coming this fast. [/quote] It's been pretty much a neverending stream of patches since the beginning of April. I've just learned to accept it. ;)
[quote who="RavenX" reply="167" id="3561083"] I just tried a new game and the map mod is broke....*sigh* I don't know what they did in the patch last night, but it did indeed break it. I have a saved game with 1000 planets from when the mod was working before last night's update/change to patch 1.03, but I haven't tried it yet to see if it'll load. As soon as I saw reports that some mods were broken I tested generating a new universe though and Immense was back to only a
Can anyone confirm that this fix is still working as of 1.0.3 opt-in? I've seen some reports of some mods breaking and I wanted to see if this one still works. I'd check myself, but I've been taking a bit of a break from GC III this week. ;)
[quote who="Seafireliv" reply="147" id="3560308"]Now in the old days without Steam-forced you could choose what patch you preferred and just overwrite, but no one cared about that until now. You get what you didn`t bother to oppose. [/quote] One can still be like the "old days" by never connecting to steam. Thing is, unless one stayed on 1.0.1 [b]forever[/b], sooner or later this change was coming to their game. Whether it be in 1.0.2/1.0.3, or 1.1 or 1.2.
The 1.0.2 patch is no longer "opt-in" (1.0.3 is now the opt-in patch). It was only "opt-in" for early testing purposes (just like all of the "opt-in"'s during the beta). Once it went live though, it went live for everyone. If you reinstall the game, 1.0.2 is what one is gonna get.
[quote who="naselus" reply="15" id="3558582"]the fact that you've managed to acquire 50 without needing to ever set up more than a couple of bank worlds means money is too easy to come by.[/quote] And yet, if Stardock makes money much harder to get, there will be complaints from a whole other set of people who aren't as good at generating revenue. ;).
If people want a specific case for upgrading ships, it's Survey Ships. I like to get a fleet of survey ships up and running ASAP. But since I get the vast majority of my survey fleet long before I have enough attack/def to ward off pirate guarded anomalies, having cash on hand to upgrade those ships becomes [b]VERY[/b] useful since I don't want to throw away the extra range, move, or scan that those survey ships might have gotten by destroying them. And even
Rush buy may be "inefficient", but there are certainly times when it's nice to have on hand. I personally like to have a lot of cash on hand for either emergencies, ship upgrades, or diplomatic uses. It may not be everyone's cup of tea, but I find it invaluable.
[quote who="LunarMongoose" reply="4" id="3557351"] It's one of the earliest bugs we noticed when we started playing. Try using a multi-module Constructor to build a Shipyard. Constructor is then totally gone even if it should have 4 out of 5 modules left. You have to use up 4 of its modules first by doing random Starbase upgrades, THEN go lay the Shipyard where you want it. Very annoying. [/quote][b]SHIPYARDS[/b], yes. I've seen that behavior as well. &
There's been a [b]HUGE[/b] discussion about this over in this thread: 1.02 opt in, abundant stars. So where are the stars? tl;dr version: Colonizible planets were severly cut down for a couple of reasons, including the performace capabilities of the computers for the vast majority of the user base. There [b]is[/b] a fix by Yours Truly in there on Page 6, however. :)
OK, I have put together a [b]VERY[/b] Quick and Dirty mod. There is no readme file. There is no docuemtation. There is no description on how to install it. Maybe (MAYBE ;p) I'll add all of that later. In the following zipped file there are three files. The 1.0.1 versions of MapSetupDefs.xml and StarSystemDefs.xml. I also have a modifed version of the 1.0.1 MapSizeDefs.xml. MapSizeDefs.xml has the following in it, which is require
[quote who="RavenX" reply="136" id="3557497"]Well that sounds even better [e digicons]:)[/e] . I need that on Immense though, not Insane. Still, AWESOME [e digicons]:D[/e] . That's exactly how I want it. Think you'll post those up? [e digicons]:pout:[/e] Don't make me beg like a cyber orphan...lol. [/quote] Sigh. Give me a bit. :p Here's what I'll do. I'll put in the three files necessary (with a modified MapSizeDef
Yeppers. Works. :) Copying over the 1.01 StarSystemDefs.xml and the 1.01 MapSetupDefs.xml to my mod folder [b]WITH[/b] a modified 1.01 MapSizeDefs file gave me my standard 1500 colonizable planets or so. Make [b]SURE[/b] you put in MaxHabitablePlanets> for each map size and make it high (I put it at 2500 on Insane just to be safe. ;p). I don't recommend doing "colonize all" too frequently though, as
[quote who="RavenX" reply="132" id="3557490"] Quoting BuckGodot, reply 130 Sorry, I mean MapSizeDefs. Apologies. Too many similarly sounding XMLs. [e digicons];)[/e] I'll take a look and see what's going on with that Rift error message you have in your next post in just a bit.
[quote who="RavenX" reply="128" id="3557471"]I can find in MapSizeDefs, but not in MapSetupDefs at all and that's looking at the base file straight out of my current 1.02 opt-in install in the steam folder. Wouldn't they have needed to add it there as well if it needed to be added to MapSetupDefs? [/quote] Sorry, I mean MapSizeDefs. Apologies. Too many similarly sounding XMLs. ;) I'll take a look and see what's go
[quote who="RavenX" reply="124" id="3557458"] lol Nice BuckGodot +1 for you my friend. I'm going to drop these map xml's straight in the current build and see what happens. [/quote] Thanks. :) You very probably will need to add MaxHabitablePlanets> to MapSetupDefs as at least one other poster noted it crashed wi