Oh, good, it's not just me. Went back to play that scenario to get my sweet sweet cheevo and ran into the same bug. Thought it might have something to do with upgrading to Win 10, so I was doing a bunch of troubleshooting before reporting it. Also been having CTDs when I try to save a design for a custom ship inside that scenario. I can save a design a custom ship for the Snathi in sandbox mode, though. Very odd. But, yes. I can't get that
BuckGodot
[quote who="Publius of NV" reply="31" id="3644843"] Does this mod work for the campaigns? I installed the 1.8.1 update just as I have the previous versions. and started the Haven campaign. But I don't see the modified tech trees. Edit: I started a sandbox game and the modified trees show up there. As I recall some of the campaigns use truncated and/or limited tech trees, so I guess they'd have to be converted separately. Probably not worth it. <
Loving this new DLC. [e digicons]:thumbsup:[/e] The new colonization events are very welcome, as are the new components/improvements. It's making me play a game where I colonize more worlds than normal just so I can try to see them all. ;P Also as I poke around a bit, I think I'll love the next DLC even more. No words from me on it right now though. Want to keep it a surprise, after all. [e digicons]:X[/e] [e digicons]:X[/e] [e digicons]
Yep. Same thing here as well. As a side issue, looking at the code, the player also gets a varying amount of protection to all ships, but the screen doesn't inform the player. The hidden benefits are: B: .2 multiplier to armor of all ships. P: .05 multiplier to armor of all ships. M: Nada (which fits the flavor text) FWIW. the Colonization Event Text itself is spelled correctly. ;p
UPDATED TO 1.8.1/Mercenaries https://drive.google.com/uc?export=download&id=0By8Y969dyvLHMVc2NFZSVUVtazQ The Full Change Log can be found in the README in the zip file and in the OP. Here is a partial change log with the most important changes: v.1.7.1 to v.1.8.1 Research cost for Energy Phasing, Doo
Love the update/DLC already. :) One note. It looks like ThalanTradeOptimization1 has been changed from TradeRouteValueRaw TradeRoute Multiplier 0.1 to
[quote who="Horemvore" reply="28" id="3642829"]That's the Grudge modifier, I still don't know what triggers that.[/quote] From checking the xmls, there are at least a couple of triggers. One of which I am 90% certain is declaring war with a faction that one is currently trading resources with. I suppose the idea being, you are paying for 50 turns of resource usage but then turn around stab the trading partner in the back when one felt like it. I don't t
The bit about being "Close" aside, one of the things to remember about the Altarians is that they're pretty damn militaristic. Their AI personality has "Military" as the third priority with "Fortification" and "Expansion" being fourth and fifth. Ironically, "Diplomacy" is next to last at eighth. Combine that with the "Xenophobic" character trait and I can see them being twitchy if something sets them off. What set them off this time? Who knows. Could b
I am virtualy certain it has to do with trading a resource to a faction within 50 turns. If you trade, say, Durantium, to a faction you can't trade it again until that first deal is up. I am also almost as certain that this is an exploit nerf so folks with tons of resources don't drain other factions of stuff every 8 turns.
[quote who="ForesterSOF" reply="2" id="3641379"] 1 sounds like a MOD could do that. Research a tech that opens all choice techs so they can be researched.[/quote] Eh, maybe. Just thinking about how to do it though makes me break out in hives. [e digicons]8C[/e] The main problem, as far as I know, is how the base game treats any tech that is tagged as a Specialization. As it currently stands, again as far as I know, a tech is a specialization or it isn&#
[quote who="Horemvore" reply="17" id="3641659"] AH! I did the same in regards to Mining Rings in my Trek mod, just wish I could get the AI to use it too. Whoa on the Diplo changes, how does that effect a Diplo win?[/quote] There are OTHER victory settings besides Conquest? [e digicons]o_O[/e] News to me! :p [quote]Still easy to get or? I cut it to 0.2, 0.3, 0.4 for this mod and I thought that might be a bit harsh, prol
Ah, I see! Thanks. :) [quote who="Horemvore" reply="15" id="3641634"]Out of curiosity what changes have you made to Diplomacy? Are they worth sharing? Maybe combine this and that? [e digicons]:grin:[/e] [/quote] Just a couple of little tweaks for my home games. Because I've set it up so I can build ALL starbase rings on my starbases (Yes, I know I know - but it cuts down starbase spam like nothing els
This looks really really great. [e digicons]:thumbsup:[/e] Couple of notes though. You mentioned splitting the mod into pieces for those who just wanted the cosmetic changes (which I REALLY appreciate as I have my own Diplomacy tweaks on the side), but I looks like it is the folder "Informative Diplomacy" that has most of the cosmetic changes in it, not "ID Gameplay". Also, it looks like you didn't transfer one of the files that DOES modify Diplom
[quote who="bratrstvoNODKane" reply="35" id="3641249"] Is the newest version of mod compatible with game version 1.8 and all DLCs ? [/quote] Fully compatable with everything that is currently out by SD! [e digicons]:thumbsup:[/e] [quote who="krbjms" reply="36" id="3641290"] Just a suggestion, might want to post this mod on Nexus. I had not seen it and would have liked to use it before. Thanks [/quote] I've thought about it, but just haven
Paul said in the Anniversary stream that there are no plans for a mobile version of the game, even stripped down to tiny/small maps, since they feel that there is no way that they could make money in the market as it currently stands. Whether or not they ever change their minds and/or Brad has a different outlook only time will tell. But at the moment it doesn't look like it.
Played all day on it and that nasty freeze bug is a gonna. Thanks for the quick fix, SD! [e digicons]\o/[/e]
[quote who="Larsenex" reply="4" id="3639737"]Aggressor class and the Antagonist class survey vessels. All armed, armored and well its Enterprise on a seek n destroy mission.. [/quote] From the DVD commentary of a certain TV series: "The USS Defiant : On a five year mission to kick ass !"
[quote who="Ryat" reply="2" id="3639608"] They do though I wonder if that is because in the second mission the protagonist flips to standard Terran Alliance. [/quote] Well, if part of the point of the new campaign is to show off the new ability Experienced, it would make sense for that faction to have it in the first mission.
I would suppose one of the reasons for this change was the presence of asteroid mining. Whether or not it is still a nerf when mining is factored in I will leave for others to decide.
[quote who="androshalforc" reply="2" id="3639561"] Im pretty sure this has always been the case the ship actually spawns on the shipyard tile then moves 1 tile. I think the default direction is northeast [/quote] Nope, this is new behavior as of 1.8. Before you would get a "free" movement point when a ship was constructed and launched from a shipyard. Either in default direction or via a Rally Point right next to a shipyard in the preferred direction. Wha
Title says it all. In the first mission of the Rise of the Terrans campaign where the player is playing as the new(-ish) faction, United Earth, they get the Colonizers ability of the Terran Alliance, not the new Experienced ability of the United Earth.
[quote who="mormegil" reply="11" id="3639550"] Though it can be a bit confusion if you play against the Terran Alliance. [e digicons];)[/e] [/quote] I HATE TEMPORAL MECHANICS! - a pair of very wise engineer, simultaneously.
In the new Rise of the Terrans campaign released today, the brand new Star System Information window is NOT displaying the resources in a system: [img]http://i.imgur.com/ROzRz5b.png[/img] [img]http://i.imgur.com/lMbcm4C.png[/img] I thought for a moment that it might be due to the new Binary Star System thing at play in this Campaign, but as the first screenshot shows, it's happening in regular star systems as well. I haven't submitted a ticket or save f
Binary star systems. Neat. :)
Wanted to let the folks know who have been using this mod that 1.8 hasn't touched the tech trees (so far), so no need to wait for an update for this on my end. :)