Where does globalcombatmods come from?, and where are you putting it? I know the modifier itself works, i use it in one of my faction traits. It's just the implementing source that isn't working.
exelsis
Why are you playing on gifted if you can't win on that difficulty? Knock it down one until you understand the mechanics better. Again, show us worlds. Nobody can tell you what you're doing wrong, because nobody knows what you're doing.
If you don't build factories, you lose. Costs are essentially irrelevant, as they grant you an economy in the first place . You seem to be attempting to turtle and tech, but you also appear to be tech starved. If the AI has more than double your logistics, you're long past royally screwed up. Post screenshots of a bunch of planets you set up. You think they're bad, let us tell you why directly.
No, he means don't put your custom system inside . That isn't a tag, it's a group, and you can't append inside of it. It would be like trying to append additional stats to a ship components. 90% sure this is the kind of issue you're having.
Go read the modding tutorials, then come back and ask specific questions.
Lower the difficulty so you can learn the game systems at a more manageable pace. Not designing ships is breaking your own legs. From the descriptions of your tech level, you are also teching up extremely slowly. Turn 264 should be "I built a few larges", certainly not "I could build some smalls...". If you don't built large fleets AND you fail to tech up you're toast.
[quote who="CaptPiluso" reply="3" id="3640885"] Thanks for the quick answers. I am playing Galaxy Gigantic and Type Random. Opponents are : Drengin,Yor,Altarians and Iridium Everything else on custom settings because I am learning the game,I also didn´t build any ship. First turns enabled manufacturing focus and then turned to research, now manufacturing slider is 80% militar and social 20% I have all victory condit
You've probably lost. What difficulty are you on? Of course, more is needed to know what you're doing wrong: what is your strategy during the colony rush? how do you design your ships? what is your tech plan? how do you specialize your planets? how many of what starbases do you put where? what kind of garrisons do you maintain?
There's a planetconquer trigger in the abilities, and an awardship action in a few different ideology traits. Mash those two things together for your only potential solution.
And so it is!
If I understand you correctly, you think that starting planets can't have traits. That is false. Planet traits can be assigned with a tag in a planet's definition block. Starting planets are not barred anything that any other planet can be.
Primary issue: stop editing core files. Delete everything you touched and reinstall/validate. Append or replace from your mods directory if you want to mod. Create NEW files in a mod folder, give them unique names, and put what horemvore said into them. Just copy and paste. Then boot it up and tell us if it works or the error log for what you did improperly.
Not a real bug. It does not increase planetary research(for the non-level effect), so your planets do not display it. However, it stacks multiplicatively with your other research, so it's FAR better than 33% per planet bonus.
I've been unable to add XP to ships through tech, though. I don't know the correct value(i don't have the new DLC) to multiply, and techs can't have triggers to give ships XP. The only method that can get that to work is add XP to ships on construction, which requires a planetary improvement which must be upgraded after tech unlocks to provide more XP. I can't upgrade ships this way - just scrap and rebuild. If I went through all of that trouble, I'd just add % buffs o
I did way back when. If you want the augments to do something , just change the statistic to 1.0 - full shield bypass.
Super gross method for ships: use mass scaling to improve whatever the component provides. Not really workable. If you could scale off of different attributes than total mass, I could do something like scale weapons off of threat, defenses fortitude, strip them off of hulls and normal components, then provide threat/fortitude to all ships like a generic tech buff.
If this is true, this is a bug. I've never noticed this behavior though.
Split weapon focus, the AI doesn't build even dual defense ships(I consider this a bug, really - SD broke the AI blueprints a while back). A ship with 3 weapon types can inefficiently kill any AI ship. Larger hulls can be extremely powerful, but if you don't have the manufacturing to produce them or the logistics to make large fleets with them you only waste your time researching them. Get them, but don't rush them. Support ships are bad unless you field carriers.
Yes. I tried something like 5.0 - no additional damage. It's just a binary statistic; ignore/interact with defenses.
That's the function i'd prefer. The alternate interpretation is an N% chance of bypassing defenses with the entirety of the attack. And no, you cannot fix it. The statistic itself is broken. Values below 1 do nothing, values 1 and above ignore 100% of defenses on every attack.
You'd be wrong. Among other things, gifted AI get 33% more manufacturing and 20% reduced ship build costs. ninja'd.
Yes. Put a constructor on a starbase set to automatic and hit end turn. Modules will be ordered, and building. They'll finish next turn. It is automatic at the price of being 1 turn slower.
+8 research is SO HOLY FUCKTONS better than +50%, and +8 manufacturing is FAR better than +4 raw(for manufacturing, anyway). These are buffs, not nerfs.
AI are big on quantity over quality. Those ships are going to suck compared to the ones you build.
Easy Ai has economy nerfs, trade income is based on incomes on both planets, so maybe sub-normal AI caused trade routes to provide less income? Maybe? AI now(as of 1.6?) have diplomatic modifiers for non-allied ships within their space. Sent a fleet and they hate you. Now they don't care if your survey ship alone flies around their ZOC.