Brilliant text and voice (actor) and the motion capture animation synchronization looks great too. [e digicons]:thumbsup:[/e]
Thecw
[e digicons]B)[/e]
Level 30, see screenshots and explanation (of maximum PQ) in the Maximum planet quality thread Reply #11 [e digicons]:beer:[/e]
[quote]I'm sure other people have noticed this and just don't really care about ship range enough to post anything. After all it does take a back seat to sensors and engines (which were similarly broken the same time as sensors). But it would be nice to see the devs care and have it fixed. [/quote] Before you start to say that other people don't care about something and don't post about it, you might want to go through earlier posts. There is even something like a
Happy holiday. [e digicons]:grin:[/e]
During the alpha and early beta i made postings about this and even asked Paul in dev stream and chat about it. If my memory serves me well: he stated that a non-constant growth base would give problems and would break the game and they would not implement a proportional growth or proportional starvation; that if overpopulation would result in starvation then that would give problems with colonizers and transporters in orbit. So unless he has
[quote who="Deathwynd" reply="5" id="3567888"] However what I would like to know is why no one ever seems to use this system, I've moddded a number of games that use xml append/replace mechanics like GC3 does and never seen one use any kind of in place or inject-able code replacement. [/quote] There are a number of games that do support it, but it is not widely advertised. From the top of my head: 7 days to die and X:Rebirth, both of which i myself have not played b
[quote who="pendrokar" reply="2" id="3567845"] A bit off topic. Thecw, you seem to have experience with XML and possibly XML Schema's. Is it possible for a XML Schema to check if a value is available within another element in another file? In this case I am thinking to check if an InternalName exists for an element that tries to reference such value. [/quote] Not according to the XML standards. A XML schema defines the syntax (and limited validation) for a xml struc
As it is. The current modding support for GC3 is completely based on full file replacement, during the load of a mod. While this is very easy to implement and create a mod, it is not very maintenance friendly or suitable for multi mod loading. The ease comes from the fact that you simply copy a standard file to your mod directory, make the changes you wish and that is it. The problems arrive when there is an update of the game (that changes the or
[quote]Hopefully someone can understand why it does this, I can't. [/quote] See my explanation in the Maximum planet quality thread (reply #11)
It is a known bug: [1.0.3.3][Bug] All traits with TargetOrdinalConstraint property apply effect to 1-too-many colonies.
[quote who="MindlessMe" reply="6" id="3565733"] Mine downloaded pretty freaking slow...lol [/quote] Slow? Really? In the digital stone age (around 1980) at 1200 baud this download would have taken a mere 143 days, instead of a lightning fast 5.5 hours. [e digicons]^_^[/e]
[e digicons]\o/[/e] And introducing new typos (at least in this patch overview) [e digicons]:grin:[/e] But the big question is: When do i get my grubby little hands on it? [e digicons]:pout:[/e]
Known problem: [.97] Proportional bonuses amplify penalties
It this all you modded? Because if it is, then you are missing a few things. 1. It must have a valid blueprint. Your is ok, but for my test i have renamed your ship to TurielDSurveyStatic for clarity. And stashed it in its own xml file. xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Schema/StaticShip
Screen shot from another of my posts. The relevant part is the fleet panel in the left hand bottom corner (in this case the fleet around a planet). Notice the buttons to the right of the panel.
[quote who="TurielD" reply="12" id="3564934"] Well aren't you melodramatic/poetic? [/quote] Poetic of course [e digicons]^_^[/e] [quote who="TurielD" reply="12" id="3564934"] As it stands I'm still getting game hangs when using custom starting ships, which are defined in ShipStaticBlueprintDefs.xml. Recently discovered there are two different debug.err versions, so maybe I'll be able to figure out why that was going wrong... [/quote] <p
[quote who="TurielD" reply="9" id="3564917"] As it is, the current blueprints have needed some love since 1.0 (probably earlier, but noone noticed). [/quote] Uhh, noone noticed? I reported bugs on the ship classes and blue prints in early Januari (at that was version 0.61). I even made replies to a thread (
[quote] GasGiantColony Precursor Gas Giant Colony Sophisticated equipment rests in a stable orbit around this gas giant, allowing for a simple colony. [/quote] You are using literal text, while the program expects reference names. It should be something like this: GasGiantColo
[quote who="Chibiabos" reply="60" id="3564532"] I thought the HLS was still stackable, if by stackable you mean improves with adjacency bonuses, but instead of continuing to reduce logistics costs (which is what the base building does), the levelling bonus increases your logistics cap? [/quote] If you now have two HLS, because you conquered a planet with one on it and you have already your own HLS, then the base bonus of diminishing of the logistic cost of each newly build s
1. Stat modification calculation. Re-evaluation of the stat modification formulas. Currently percental modifiers are cummulative which lead to very strange and game breaking effects. All object stats seem to be modified like this. I would like SD to, where possible, use compound percental modifiers. (Glaring) Example of what i mean is the ship maintenance: If you have any maintenance cost reducers like the techapod hive and the living ships tech you get a main
[quote who="TurielD" reply="57" id="3564489"] though it feels a little high (especially as we've already downgraded to Tiny fighters and upped the cost significantly [/quote] A single tiny ship normally cost 2 logistics, so a module that gives you 2 of them for just 2 logistics point is rather cheap. PS: Do not try to make ships go below a 2 logistics cost, because then when the Hyperion Logistics system becomes active you will get nasty crashes and ha
[quote who="Gauntlet03" reply="17" id="3564448"] Another possibility, is that as the empire grows, it begins to service individual colonies less and less well, and the bureaucracy causes discontent. [/quote] Ah, "The bureaucracy is expanding to meet the needs of the expanding bureaucracy." (by Oscar Wilde) and of course "The only thing that saves us from the bureaucracy is its inefficiency." (by Eugene McCarthy) And my personal ones: "Bureaucracy is v
[quote who="TurielD" reply="52" id="3564432"] I think so, I've seen someone mention something about it (maybe even in this thread?) but I couldn't find the right syntax for it.. so I kinda just don't know how [/quote] Duh? [e digicons]o_O[/e] You even gave me karma for it (reply #9 in this thread) I believe the syntax in my reply is correct.
The are not even processed by the xml engine. This is done because the xml entries references no longer existing traits. You could 'fix' it by replacing: TerrorTrait with MotivationTrait5 AffinityTrait with AffinityTrait5 MediatorTrait with NegotiatorTrait5 and in the ProjectSummit entry replace the Influence effect with </spa