Still not seeing anything about shield punch getting a fix. Because it still doesn't work.
exelsis
What's the mod supposed to do? That's critical information.
I'm not seeing anything about shield punch being fixed so it, well, works.
You can't. You could make all shield and armour components provide health, though.
You don't need to consider DLC when making a mod. I bet you are just doing something wrong with the custom star system. If the game gives you a crash dialogue when it crashes, post the info in it. Otherwise, link to a pastebin with all the XML data pertaining to the custom system.
ALL OF THIS. I can't wait to be humiliated by the AI's strategic capability rather than its difficulty bonuses!
You would be incorrect. Diplomacy is a value that exists BETWEEN players, not a value a player has (think gravity - the earth has no gravity, but gravitational force exists between you and the earth). The originator of the proposal makes no difference. If you have great diplomacy advantage over an AI civ, they are going to offer you better terms in proportion - not just accept better terms that you propose.
Bumping this thread, because it still doesn't work . Can we get word from a dev please?
Terrans are generic. The tech tree is usually third or second to last in every category, but only because they have no drawbacks or missing tech.
Doing any modding shouldn't effect the current game, unless you do something so drastic that it makes your saves incompatible.
It isn't fixed. Ships with shields still take no beam damage, no matter how many times they are hit.
Well, your game is crashing, right? That's what altering the schema does.
You can't change the schema.
It applies to all your planets regardless of how and when you get them.
I doubt that. Reproduce it, then post a bug report.
Once you have a specialization, you cannot research the others in the group. If you've already got one currently going though, I believe it will finish even if you acquire a different specialization via trade halfway through.
You cannot. Shipyards and planets can produce no more than one improvement or ship per turn without exception.
First: how experienced are you modding galciv? Your questions indicate to me that you have no idea what you're doing and haven't tried to put anything together yet. You should probably try something easier first. but, to the substance: constructing via planet: I don't know if this can be done. Making a shipyard is a project, but it isn't a project anywhere in the xml. The shipyard is the only thing that has a manu
Techs are sorted in the order they appear in the XML.
Can you still use transports to overfill population? If so, yor have the sigular advantage not of immense baseline capacity, but virtually unlimited capacity. Have a small number of crap worlds pump assemblies and immediately ship the pops out to the meagworlds. Who needs farms?
As others have indicated, they can be either crap or broken OP. A single defensive building is worthless, but 2-3 of them with stacking level bonuses can make a planet virtually immune to invasions. If the AI doesn't have biological warfare, they basically cannot take your planets.
You can add randomized races while setting up a game.
It isn't true.
The arcean invasion caused you and the iconians to DOW the arceans. But since that wasn't EVERYBODY, there is indeed shenanigans.