Done. Ticket #UVG-171-57522.
Sansloi37
[quote who="ForesterSOF" reply="4" id="3554958"] I have 61 logistics and do not think I have all posible points available. [/quote] Have you built the Hyperion Logistics System? The level bonus also grants additional logistics (+1 per level).
The Shrine of Tandis & Shrine of Mithrilar both give a +0.25 morale (instead of +25%) due to BonusType being Flat instead of Multiplier. Current: GoodsAndServices Global <Targe
Nice list! Couple of comments: #6: I believe that Hyperion Logistics is working as intended. Otherwise you could end up with large ships having the same logistics cost as tiny ships. As it is, the two different effects compliment one another, and the level bonus to overall Logistics works for your entire empire, not just specific ships. #8: I also noticed the low Tandis/Mithrilar morale bonus. I checked out the .xml and it appears to me that perhaps it is just a typo - instead
I agree with 2-4. Especially 3! I've found that if I select the next tech in a line after the one I'm currently researching, I do in fact get research rollover; otherwise I don't seem to get rollover. Regarding #1, they addressed this in a twitch stream and explained that it is a stability issue and is working as intended. It's really only a couple extra clicks ("copy" and "delete"), that allows full editing without risking crash issues.
I had the exact same bug yesterday. I set up a mining starbase and got both resources. http://postimg.org/image/cm7ws5qch/ Shows both Durantium mining station, and the Thulium collection drones.
[quote who="Publius of NV" reply="1" id="3553856"] Sounds similar to this, which was supposed to have been fixed in 1.01: Fixed an issue where you could build infinite resource requiring ships by using continuously build (When a ship is set to continuously build in a shipyard, and it requires a specific resource, it now checks if the player has enough of that resource before building. If not, it gets removed from the shipyard's queue an
[quote who="Osbot" reply="32" id="3553772"] I'm curious about something that you may or may not know but I figured I'd ask here. Is it possible to add modifiers to weapons based on the hull they are firing on? Example. A kinetic weapon firing at a tiny hull incurs an accuracy penalty. A kinetic weapon on a tiny hull firing on a huge hull incurs a damage penalty. I'm fairly certain you can already restrict weapon systems to hull type if you want to. [/quote]</p
So I just ran into a combination bug/exploit. First the bug: When at full resource utilization (i.e., no spare Durantium or whatever), I can't upgrade a ship that requires say 5 Durantium to another model that also requires 5 Durantium. Even though it would result in no net change in resource consumption, I think the game just looks at the upgrade requirements as if it were a "new" ship. A little frustrating, but I ended up getting around it when one of my ships was destroyed the
Here ya go Osbot, it is ready to drop into your mod folder. I changed 4 files, 2 of which are optional (they mod ship repair rates); the readme explains. http://www.filedropper.com/carriermod
I have spent some more time looking at the actual game files, and tweaking and testing various entries. A few notes: 1) Assault Fighters (first and last carrier modules) are coded to have (at least) one of every type of weapon and defense. Also, every Race Assault Fighter class definition (as noted earlier) is coded as Tiny. 2) Drone fighters will have lots of beams, some shields, and thrusters. That's all that they are allowed to have. 3) Guardian Fighters get Kin
Fair enough! In that case my only remaining issues are that: a ) It seems counter-intuitive that the better fighters come first in the tech tree; I have to spend more time researching worse ships? b ) The balance seems off, to me. Assault modules are only about 50% larger than Interceptor/Guardian modules. So I can have 9 tiny fighte
The basic (Assault) carrier fighters are currently size "small", whereas the interceptor and guardian upgrades are "tiny". As pointed out in the modding section by joeball123, the ShipClassDefs.XML seem to indicate the assault fighters should be tiny, yet ShipBlueprintDefs.XML defines them as small. https://forums.galciv3.com/465767/page/1 If this is just a mistake, and they are supposed to be tiny, this could help explain some of the "carrier fighters are OP" issues - a bunch
Thanks joeball123, that was exactly what I needed. Just tested it out, works fine. And yes, upon reflection, having small fighters "upgrade" to tiny fighters via Carrier Focus would seem to indicate that the small-size assault fighters are in error. edit: Just posted it as a possible bug in the Support section.
So the basic Carrier Module gives 3 Escort(small) ships, Drone Module gives 3 Interceptor(tiny), Guardian Module 3 Guardian(tiny), and High-Capacity gives 5 Assault(small) ships. The main issue I have with carriers is how powerful the "small" fighters are; what I would like is for all carrier spawned fighters to be "tiny" instead. Does anyone know how/where to mod this? Thanks in advance!