BuckGodot

BuckGodot

Joined Member # 3891072
63 Posts 845 Replies 4,128 Reputation

Hmmmm. Looking about there's something called "MoltenVK" out there which is claiming to be able to run Vulkan on OS X/iOS. Eventually. ( https://moltengl.com/moltenvk/ ) There seems to be skepticism in some quarters as it might just be an emulation thing at work. But, maybe? Perhaps? Hopefully at least, said this mostly OS X native poster. :)

151 Replies 728,857 Views

[quote who="Gascogne" reply="143" id="3625691"] No words yet from the developers if they are planning on releasing the game on other platforms? [/quote] Last I heard, it was dependent on how Vulkan was progressing. Vulkan support for OS X [i]might[/i] be up in the air, since Apple decided to go gun blazing with Metal. But, who knows what is ultimately going to happen with it. EDIT::: Oof. Just checked, and there is no current support for Vul

151 Replies 728,857 Views

This has been going on for a while now, unfortunately: lol all worlds get precursor colonization events I sent in a ticket on this pre-1.6 and it's still happening to me. I've seen it happen even before I get Atmospheric Clearing, so it might be a weird bug that is triggered after a number of planets is colonized. Or a certain type is colonized. Haven't found a set trigger yet, which annoys me slightly.

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[quote who="Seilore" reply="4" id="3625474"] Quoting Rhonin_the_wizard, reply 2 The Prototype Survey Module is unlocked by Interstellar Travel. It's been this way for quite some time. Seems kind of dumb for you to be able to survey before you research survey even if it is a prototype. &nbs

10 Replies 8,916 Views

I think there's a missing true in that xml for Aquatic Worlds. At least comparing the Ultimate Adaptability section with the Mastery section for Aquatic Worlds. Currently the relevant section of the xml (found in PlanetTraitDefs.xml) is: ColonizationFocus1 <Optio

36 Replies 164,048 Views

I just did a test and it looks like I'm getting it (under "Missing Info +X"). Did you start a fresh game under 1.6.1? Many/some bug fixes don't show up unless one starts a fresh game. EDIT::: Fired up a new game, opened up the console, cheated myself up all techs and ideologies, cheated up a bunch of transports and went to town. VERDICT: Yep. It's working right now: [img]http://i.imgur.com/f5b8GrT.png[/img] (though that "Miss

2 Replies 16,318 Views

[quote who="stevezar" reply="32" id="3622377"]And so what do you think about sensor boats with massive radius (dwarfing sensor range on starbases)?[/quote] I'm actually fairly ambivalent about them and have no strong opinion one way or the other. There's a reason I haven't been taking about them much in all these threads. I [b]WILL[/b] say that so-called sensor boats (which I tend not to build myself) stops me from "sensor spam" as seen here: [img]http://i.

57 Replies 301,746 Views

Looking good after playing it for a while! [e digicons]:thumbsup:[/e] My one issue (since I am one of the last people to ever comment on balance issues) is that the "LOCKED" message for some mercs can be hard to see. Here is an example of what I am talking about: [img]http://i.imgur.com/hnqXSbf.png[/img] There are others where I can barely see any letters at all. Not sure what, if anything, you can do about it. But I thot I should flag it f

23 Replies 45,932 Views

[quote who="Ex Mudder" reply="7" id="3622316"] Did you change Mercenary prices? they seem a lot higher now, in the 3k range for #4 for T1 [/quote] The "Merc inflation rate" was raised by 5, so I'd say so. 1.6: 0.10 1.6.1 0.5 There are caps to them (a single

36 Replies 164,048 Views

[quote who="stevezar" reply="29" id="3622321"]Exactly...thats the choice you make with an insane map. Its going to look and feel big and its going to take a long, long time! [/quote] There's a difference between "epic" and "tedium", for one. For two, I [b]like[/b] the long time it takes me to explore and find things on an Insane Map. I like the fact that they are going to take a long to do fully exploit. I like the fact that a proper game takes months to comp

57 Replies 301,746 Views

It's pretty hard to get rid of individual Mega Events short of removing them entirely. But it should be possible to make it [b]REALLY[/b] hard to get by modding the file TheArtifact_MegaEventDefs.xml (which is in the Mega Events folder in the DLC folder). In that file there is a turn prerequisite. Change it from 120 to something obscene and never reachable like 10000 or something like that and then save that file with the [b]EXACT[/b] same file name in the Game directo

4 Replies 8,824 Views

[quote who="stevezar" reply="22" id="3622173"]But at least now I see who has muscled in this idea...people who start insane sized maps and then lack the patience to actually play on those scales, and want it to resolve as quickly as a tiny map. I dunno, if you want the game to be over in 40 turns, play a small map maybe?[/quote] You might find your points falling on more sympathetic ears if you didn't try to belittle those with differing viewpoints. Just sayin'. :)

57 Replies 301,746 Views

[quote who="Taslios" reply="20" id="3622156"] I find that on the larger map settings if I cannot stack at least Engines.. I grow bored very quickly...[/quote] QFT. I shudder to think about traveling on an Insane Map with engines that had "diminishing returns".

57 Replies 301,746 Views

[quote quoting="post"]I dont think anyone believes this type of thing is actually good for the game.[/quote] *raises hand* It's certainly good for [b]my[/b] playing and enjoyment on large maps. :)

57 Replies 301,746 Views

[quote who="takanis1" reply="3" id="3622140"] But what about those that appear to be all land and will only accept BIOSPHERE improvement? [/quote] What one sees on the screen doesn't necessarily line up with the actual math that the computer is looking at. That's pretty much the only thing I gots here. ;)

4 Replies 7,070 Views

[quote who="a0152570" reply="1" id="3622084"] I thought thata the way it is, or at least was, will need to check the xml [/quote] SingularityPowerPlant SingularityPowerPlant_Name SingularityPowerPlant_ShortDec SingularityPowerPlant_Dec

3 Replies 15,093 Views

No, it's not a bug (unfortunately). PSU requires a certain percentage of the tile to be on land, and not all planets (especially ones that are already very high quality) will have a tile that qualifies. Actually, [b]ALL[/b] terraforming tile projects require a set amount of land, it's just that PSU is the highest of them and therefore sometimes one can't upgrade a tile with it.

4 Replies 7,070 Views

[quote who="Gauntlet03" reply="5" id="3621927"]6) don't know how, but ban this race from colony modules. They can only rule over subjects captured by invasion or culture. [/quote] This one's semi-easy, IMO. Give them a custom name for their first tech in the Colonization branch and [b]DON'T[/b] update ShipComponentDefs.xml in the mod. This way, they never get the tech that unlocks the Colony Module. And perhaps make the colony ship that is re

8 Replies 8,299 Views

The one bad thing about the Acreans, indeed perhaps the [b]ONLY[/b] bad thing about them, is that -1.5 to morale at the beginning. Puts a bit of a crimp in the 100% approval bonuses strategy for the early game. But if one can luck into some Harmony Crystals and/or trade for them, then it's lights out. Thinking about it, and doing testing on an Insane map seems to bear this out, that approval penalty hurts more on larger maps due to the time it takes to research techs s

9 Replies 26,288 Views