exelsis

exelsis

Joined Member # 4293066
12 Posts 211 Replies 455 Reputation

Population on transports and colony ships interacts in no way at all if it isn't hitting a planet. Anything you load them with essentially vanishes, and growth will proceed as normal without regard to anything else as long as pop isn't at the cap. So there is no downside to maintaining except ship maint costs. Pop reductions are temporary and will return to normal over time.

6 Replies 19,506 Views

#1- i agree. something like (global) on global modifiers would be easy and obvious. I think the same sort of tooltip should distinguish between starbase and ship buffs as well. #2 makes no sense. All improvement types are clearly listed, and all adjacency bonuses are clearly listed for every improvement. All possible information is directly available. The devs cannot give you more. #3 colors are general categories. Text clearly shows what the effe

8 Replies 23,398 Views

I agree. Do like the idea that starbases start out as unassailable except by a maxed-out fleet, then get relatively weaker as the game goes on. But they shouldn't ever be taken down with ease by single medium-size ships. That's just ridiculous. The tech tree is just weighted SO INCREDIBLY FAR towards ships. They get no benefit from miniturization except buildup time, none of the ship health techs effect them, combat modules scale FAR slower than ship defenses and weapo

10 Replies 13,223 Views

So defenses take random damage up to half a ship's attack type, unless they have special defense teardown modules. sort-of modding question: do those modules change it to up to 100%, or always 100% of attack, considering that they all add a flat value of 1 to "TYPEdamageweapon" traits? Basically, what would +2 do instead? Second, can the normal 0 to 50% range be altered the other direction? Is there some unused effect somewhere that would allow special defense modules to t

0 Replies 4,438 Views

Well, no combination of notepad pasting, re-saving, and combining works. If it's a special character or formatting mark causing it, notepad handles it just fine. Is there a limit to the number of techs allowed in a line per age? Adding a new one in a crowded region was what I think I was doing last. Going to try commenting things out until it works again.

8 Replies 10,631 Views

Doesn't fix it unfortunately. Results in exactly the same error. Is there some way to make the debug more verbose? The pre-launch error dialogues are actually HELPFUL in that they say exactly what and where the error is - the debug isn't giving me anything i didn't already know.

8 Replies 10,631 Views

I'm getting a crash when starting a new map since 1.5, with no error when launching the game, and the debug log says nothing helpful to me. The last bit is Debug Message: InitMapGfx Started... Debug Message: InitMapGfx finished. Debug Message: Building tech tree for node: ZamphEngineeringTech Debug Message: Building tech tree for node: ZamphColonizationTech<

8 Replies 10,631 Views

The first mission is really just a crushing grindfest. The last drengin planet simply has too many defenses to deal with in any timely manner. You'll want to colonize all the planets for the additional economy if you haven't already. Focus on defending your territory, teching up, and building several maxed-out fleets of large/huge ships. Snipe any individual scouting ships that sometimes get sent out, or if the AI unloads defenses from a shipyard, smash it, and

1 Replies 5,316 Views

You are. Multipliers are addative, not multiplicative. You should get 13.4 with these numbers.

4 Replies 13,911 Views

Whatever the Diplomacy stat does. I don't know what that is though, other than it making people hate you to a lesser extent. Game files don't say how, though!

22 Replies 26,117 Views

Do you know how to create new references to fighter-like ships? I see how each faction has their fighter types all reference the component blueprints, but I can't see what actually calls the fighter designs in shipdefs in the first place. Carrier modules, starbase modules, the paranoid ability, and the colony fighter tech don't seem to name anything in the XML. Is this partially hard-coded?

8 Replies 22,261 Views

It's probably crashing because you are deleting content from the files(because you aren't using the append method) that other parts of the game call to. Don't ever change the files in the install directory, probably reinstall to fix that. The files in the mod directory need to have unique names or they overwrite the vanilla files.

2 Replies 8,041 Views

But there isn't even normal mod support in the workshop yet. That's going to come first, if at all.

5 Replies 7,637 Views

I'd like to create a planet type with some special interactions with a custom race, but I can't figure out how I could do it. I'm trying to get a special planet type that can be colonized from the start(like ghost world and such), but that has no deleterious effects for a custom faction, or any faction with extreme colonization. That I can do, giving that race a starting tech that changes the planet type effects. However, I also want that custom race to get

0 Replies 4,570 Views

Is there currently a method for targeting all of ships, starbases, and shipyards for stat changes with a single entry? Things are getting extremely cluttered even whem i'm just trying to resolve shipyards getting shafted in every respect. Too many tooltips, and there's no information about what it goes to anyway. Even in the standard tech trees, what gets missile cooldown buffs, and what gets the range? I guess that's separate though. What I real

2 Replies 4,053 Views