Franton

Franton

Joined Member # 4805353
17 Posts 95 Replies 18,264 Reputation

I'm trying to create a mod for Synthetic races which adds some value to the currently useless tech branches for farming, growth, and pop increase. To that end, I intend to introduce a modifier that depends on the current growth rate. In know I could add prerequisites such as certain techs that increase growth by X%, but what I need is the accumulated value of the growth modifier (through techs, and maybe abilities such as Prolific), not the presence of a growth modifier. Therefore i w

2 Replies 9,616 Views

I happened to perform a few tests on tourism today, and in one game with Tourism set to unpopular (-1) I was able to overcome the penalty on my home planet with the help of buildings. However, for some reason no tourism income showed until two rounds had passed! I know that the controlled tiles are calculated at the end of the round and therefore anything affecting these doesn't show until the next round, and I suspect the same is true for tourism, since it directly relates to the con

25 Replies 216,887 Views

Setting the Popular race trait to -1 or -2 currently sets the effect to 0 rather than actually reducing income. This has been changed to fix the issue with negative income from tourism. As a result, Popular has now turned into a dump stat. I know 3.7 is supposed to address this, but I thought I might post my finding anyway - if nothing else it can help people who for whatever reason can not or will not upgrade to 3.7: I have a suggestion which will negatively affect tourism income whi

1 Replies 9,575 Views

Unlike any other building of similar type, the first level factory for Synthetic races offers a FLAT modifier of 0.01 units per level for adjacency bonuses. All other factory and research buildings use MULTIPLIER modifiers here. This obvious bug can be fixed in ImprovementDefs.xml like this: 1. Search for the line ManufacturingYor 2. then locate the group within this improvement definition 3. cha

4 Replies 7,930 Views

Just stumbled over the same issue. Looks like the tool tip on Coordinated is incorrect. What it really does, is reduce the decay effect by 50%. The standard decay is 2.5% per tile of distance over 6. Coordinated reduces this to 1.25%. If you also have the Engineers Ability, the decay effect is reduced to 0 and all planets can sponsor a shipyard at 100%, no matter the distance.

6 Replies 14,726 Views

Not only that: GOG sells the old base game which does not include Crusade nor any of the DLCs included in the current core game package offered at Stardock and Steam! GOG currently sells the original base game at 30$ and Crusade at 19$, which brings the total price up to 49$. Of the DLCs that are included in the core game package, GOG sells one at about 3-4$, the other one or two DLCs are available for free. This brings the total price at GOG at over 50$. What's more, while GOG did offer the

1 Replies 24,978 Views

Update: The Mod works for the most part. I've found 38 out of 41 factions to work, or at least I can start a game with these 38 factions selected as opponents. The three following factions cause a CTD : Micrellian Consortium, The Eridian Coalition, The Nyoryloth Resurgency. On top of that, there are five factions in the list of oponents that are not in the faction folder, and also cause a CTD when selected: three minors (which AFAIK can be promoted to majors with a DLC that i do not h

1,416 Replies 4,488,999 Views

Unfortunately only the Torians and Arceans were added to the faction list, plus three minors (Slyne and two others) but they were incomplete. Selecting the Arceans and Torians to my list of opponents made my game crash upon start. :-( My bad, I didn't install all folders in the right place. The new factions are there now. That said, I noticed many factions use abilities that refer to game elements that do not exi

1,416 Replies 4,488,999 Views

Here are some basic fixes I am using now to get Synthetics working as intended. @1: The file RadeTypeDefs.xml contains definitions to CarbonBasedLife, SiliconBasedLife and SyntheticLife. The latter have an ability called IsAbility which is set to 1, the other two don't. I added this ability to the other two races and now they are also listed under Race abilities when defining a custom race. Obviously I have to make sure that I always select one of the races. Of course, this me

16 Replies 21,364 Views

IMHO the adjacency bonuses are not the problem. It just shouldn't be tied to the ZOI -it grows way faster than the rest of your economy. If it must be tied to influence, it could be associated to the influence value at the location of the planet.

4 Replies 16,731 Views

Yes, you can mod the Influence gain per turn for the CivilizationCapital and ColonyCapital in, I believe, ImprovementDefs.XML. Other than that my suggestion is to mod InfluenceRadiusRoot or InfluenceFalloff to your liking and balance the total amount of influence and size of your ZOI with InfluenceMinToClaim.You can copy the Google sheet I linked above and modify the constants there to view and assess the effects of your changes (this is why I added th

2 Replies 153,266 Views

Background : I only have the basic game, without any expansions or DLCs, not even the one that I've heard now comes bundled with the base game. Ever since I started the game, i wasn't happy about influence. For one I felt that it takes way too little time for it to completely cover even immense galaxies, and it's rathe

2 Replies 153,266 Views

3.60 Update: Gog now applied the 3.60 update on my game as well, so I went to create a new Synthetic custom race and test whether the reported bugs still persist. Here are the results: @1.: synthetic is again listed under custom race abilities. However, when I create a new custom race with the Synthetic apility, that race is listed as also being Carbon-Based!? The in-game effect is that this race can colonize Corrosive worlds (w

16 Replies 21,364 Views

Hello. This is just a guess, but your observation may not be a bug. You have to be aware that every time you spend an ideology point, the cost for the next ideology point is raised. Not just in the branch you've spent that point in, but also in the other branches. If you accumulated just enough pragmatic points to use an ideology point there, but then use an ideology point in another branch, the cost for using the ideology point in the prgmatic branch may be raised beyond the amount of accumu

3 Replies 8,486 Views

Not sure whether this is related: I noticed that when I try to start a new game with a large map while another application is using most of my RAM, the game will simply ignore my efforts and jump back to the main menu when I press [start]. No error message, but no crash either. It seemed odd at the time because I hadn't realized I was so low on RAM.

5 Replies 7,826 Views

I have now started a game with the newest patch active, MinShipPopulation set to 0, and the rush build cost set halved to a factor of 10 instead of 20. My race uses Prolific and Adaptable, and apart from being able to colonize the wrong type of worlds, the game finally feels like I hoped it feel to from the start. <span style="background-

5 Replies 8,473 Views

Something just occured to me: since I want to play synthetic anyway, and the new custom races already do not eat or grow, the only thing I'm really missing is the ability to colonize some of the extreme worlds. Since I now have an extra point to spend on traits, I might as well pick 'Adaptable' to get the missing 'synthetic' abilities. Maybe this gives me access to some more worlds than before, but then there are still a couple of bugs that put synths at a disadvantage - it would only be fair

16 Replies 21,364 Views

[quote who="Franky999" reply="6" id="3742938"] The file RaceTypeDefs.xml now contain the race trait SyntheticLife. I don't know why they changed this. And i agree that Stardock need to get better beta testers... [/quote] Thanks for the find. I might try moving it back to AbilityDefs, but I don't think that will fix it. That all new custom races now have a hidden but only half-functional synthetic trait surely takes more effort to solve. I

16 Replies 21,364 Views

[quote who="Horemvore" reply="14" id="3743123"] Quoting Franton, reply 13 I understand that some fixes do not get backported. Thats bad development if true. [/quote] Maybe I'm overinterpreting some forum posts I've seen, and this only applies to stuff that is expansion-specific ra

16 Replies 15,680 Views

[quote who="Horemvore" reply="8" id="3742972"] Quoting admiralWillyWilber, reply 7 My 2 cents if I'm recalling right the base game is now crusades, so all you who are current assume base game is crusades. You can not assume that. Crusade is bundled with the base game now (New Customers). Howev

16 Replies 21,364 Views

[quote who="DivineWrath" reply="6" id="3742998"] Strange. When I tried to upgrade a cargo hulled ship to a colony ship, it told me that I could not because I had no population on that ship. I did that not too long ago. Maybe the bug has since been fixed? [/quote] Maybe the march update fixed it. I'm sure this has been in the game a week earlier. Or maybe it's only fixed in one of the expansion - I only have the base game, and I understand that some fixes do not get backporte

16 Replies 15,680 Views