exelsis

exelsis

Joined Member # 4293066
12 Posts 211 Replies 455 Reputation

A) the tag is old and necessary for starbases to work at all. Unless they hard-coded upgrades(which is obviously false, because my custom modules still work) it still replaces the old module. B.) again, this cannot be the case, because the "level" doesn't exist and so cannot be known by the game. In any case, I just tested it. Removing the prereq of the system defense module breaks the automation - the module will replace, as a normal upgrade, the system defense module. Ba

15 Replies 14,284 Views

This should not work at all, and in a small way it doesn't. I have a feeling starbase auto-upgrading broke a whole lot behind the scenes to make this happen at all. EDIT: I only have one idea about how this can possibly work. Your modules are defined as both requiring and upgrading the defense system modules. This might be tricking the game into having the automation order them, but the prereq also prevents the defense module from being replaced once the module fini

15 Replies 14,284 Views

You can build them because they aren't upgraded from the defense system modules. Once you upgrade it you've lost all the other upgrades you are trying to make. Which modules appeared to have worked?

15 Replies 14,284 Views

Yes, anything upgraded ceases to exist. If you upgrade a xeno farm, it stops being a xeno farm. Upgrading a module removes it, anything that required it will no longer be buildable(but with your implementation, you'd probably be able to rebuild the military ring, don't know what would happen when the AI upgrades it to the next thing a second time). This won't work.

15 Replies 14,284 Views

If you made every military starbase module upgrade from the military ring, you broke it completely. That will not work at all - once you've upgraded the mil ring to whatever, it is lost and you get no more upgrades. Was that your plan, or have you found out how to force starbase auto building?

15 Replies 14,284 Views

If I understand you correctly, you need to create a new "generic ring", because none exists and you can't upgrade a module twice. However, this doesn't really save you any automation unless you want to merge more than the range modules into upgrading from it. As it stands, you manually build the +2, and the +4 will be built when researched. The only thing you'll be doing is possibly adding a thing that first upgrades to the +2 before the +4.

15 Replies 14,284 Views

Does anyone know a method to make a civ lose most of its planetary improvements when they are invaded? I haven't been able to get the stat from invasion work in any other source. Alternatively, is there any way to make an improvement benefit one race(or any that possess a certain tech/ability) but be deleterious to everyone else? I basically just want to screw over invaders without making invasions simply impossible like a defense/resistance increase will do.

0 Replies 4,034 Views

The name will be stored in the text folder, in some yortechtext -ish xml file. It's pulling from the tagged text referenced in the display name line. But you can simply write text there instead - if it doesn't find that name as a reference, it treats it as the name string.

5 Replies 19,814 Views

First try removing that tech specialization, because that isn't a specialization tech group, and double-check that every preceeding tech is linked up properly. Nothing else is jumping out at me that looks wrong.

7 Replies 37,395 Views

I don't want to unlock laser 2 through tech, I want a technology to modify lasers with superior statistics. I've already tried using the component as a target in the tech tree, trying to just add damage to it. I've also tried putting additional statblocks in the component that have prereq tags. Predictably, they cause launch errors. Is this an insurmountable limitation of modding currently?

7 Replies 9,322 Views

Wow, they DID buff the numbers on both augments. If they worked right now, you'd be an idiot to use kinetic or missile at all. I guess it's good for balance that they do literally nothing.

32 Replies 31,514 Views

Battle mechanics need to change in several ways, but the one giant nonsense restriction that has broken balance all over the place single day 1 has been the grouping of weapons into a single salvo per damage type. And of course it has also made combat carriers the ultimate and uncounterable design. So change it. 1. Every individual weapon needs to fire independently, rather than per weapon group. 2. To support this, range, accuracy, and fire rate must change from

0 Replies 9,737 Views

I also just discovered that, and am in the midst of testing if that addition alone fixes it. But I have figured out that EscortFightersCap is the only effect you need to add the escorts in the first place. EDIT: it works.

8 Replies 10,134 Views