The key character depends on the keyboard layout. see my reply (#26) in Console Commands .
Thecw
There are a number of ship designs that are not supposed to be buildable by the player, however if you have got a compatible hull size you can upgrade to them. The Drone interceptor can't be build in the shipyard, but a scout can be upgrade to it. The blueprint for the drone interceptor (DroneFighterBlueprint) has the CanBeBuilt tag set to false, which does prevent the ship from being build, but it does not prevent it from being upgrade to it. <img style="vertical-ali
The race abilities are shown when you select a race at game creation, but when the diplomatic civilization report is shown the race abilities are absent. The race selection screen at game startup. Notice the Paranoid and Unwavering abilities. The diplomatic civilization report.
Star bases also provide modules that bonuses to the morale. And they generate a lot of it and a single star base can cover multiple planets, and they stack with each other.
I thought your metaverse name was your steam name (not your steam account name). But i could be wrong.
[quote who="Seilore" reply="24" id="3563975"] Once this was pointed out I like the idea of having the fighters match the tech level of the carrier when it was built/upgraded not what it is currently. Therefore not always the best of the best. [/quote] While i like this, i see a massive problem with it: The fighters are generated on-the-fly based on their blue prints. The actual components (number and type) and bonuses depend on the state of the tech tree. This wou
Seilore, I think Paul may have said something along the lines of it in a dev feed. But I have observed this: In the turn notification list (right most tab, in the list panel on the right hand side of the main screen) you have an entry (when applicable) that states "There are x foreign ships in your territory without open borders permission". This notification is defined in the UIText.xml as the string for the ALERT_ForeignInZOC tag. Occasionally i see AI ships (of AI i do
[quote]First off each carrier has x small ships based on the number of modules correct? These small ships should count toward the logistics cap in the fleet. Maybe not at full value but, they should count [/quote] This is doable. You can add a logistics stat to a ship component (for example the DroneCarrierModule). Logistics Ship
Maybe your accountant is corrupt and is stealing from you? [e digicons]:D[/e]
I know, but a module is the closest that we can come and still be true to the description text. " By establishing a tariff stations on our starbases we have been able to increase our cut of trade route profits."
[quote who="rspiccaver" reply="12" id="3563722"] Quoting Deathwynd, reply 10 From what I have learned in my own modding this fix will work because something targeted at "AreaEffect" will alter the values that all AOE applies. Every race has a similar tech and I cannot fathom why it would be set to effect Research. I think what you may not be realizing is AreaEffect is a code object just like starbases ships and colonies, it is generated only
Long, long ago it did some testing and no matter what you do, the AI can pick which fleet to attack. Build order of the ships, nor creation order of the fleet, nor arrival order in the tile seem to make any difference. I mentioned this in a dev stream and Paul said "Don't worry about this, the battle dialogs are just place holders. We're going to overhaul the combat interface when the battle viewer comes in, and in the future this should not happen.". And that was either durin
The actual bonus according to the xml and the description does not seem to match. Looking at the xml you should get a single interceptor fighter per fleet. The interceptor fighter is defined for the standard races as a drone fighter, which means you must have both a beam weapon ('Weapons Systems') and a sub light engine ('Interstellar Travel') researched for them to show up - rather low techs, so this should not be a problem. Furthermore the Zone Of Control is
[quote who="dansiegel30" reply="1" id="3563419"] Of course, the Hyperion Shrinker reduces logistics only by -1. So for a large ship, thats only a 12.5% reduction [/quote] The Hyperion Shrinker increases your mass cap by 10% and another 5% per adjacency level, which with good positioning can yield easily a total mass cap increase of 65%. See the <a id="ctl00_ctl00__Content__Content__RepeaterGroupedPosts_ctl01__PostTitle" title="Miniaturization - how does it work in
Very old exploit, see Game allows forced overpopulation In the current version the income and negative treasure effects have changed compared to the early beta, but you can still overpopulate colonies. And with the population-production back to a linear relation you are no longer punished on your production. I
Go to your account, select the options tab and uncheck the " Auto subscribe to new posts and replies you create" option.
When the Economic Stimulus project is active, t he planets manufacturing points are divided by 10, rounded up, and the resultant is then multiplied by 10% and this is the bonus that is applied to your planetary income. Most of the time it is better to just produce 1 mp for 10% bonus and move the slider toward wealth.
Still present in 1.0.3.3, updated OP title.
And the bug is still present. Reported in the late and earlier betas and tickets submitted. [.83] AI can still take anomaly under player ship which was already a repeat of even earlier posting <a id="ctl00_ctl00__Content__Content__RepeaterPosts_ctl25__PostTitle" title="[.50][Bug] AI ships can enter playe
The .dmp and .zip files are generated by crashes and occasionally at normal game end. You can delete them without any harm. Do not remove the font files, they are needed by the game.
You can build a second Xeno Anthropology Center when you upgrade it to the Universal Outreach Center. The problem is that the preclusions list in ImprovementDefs.xml contain non-existent names (they contain spaces). Xeno Anthropology Center Universal Outreach Center Future Studies Center</Impro
The event choice is supposed to decrease all ship equipment by 10%, however nothing seem to happen. Possbile fix, change the xml trigger entry in IdeologicalGalacticEventDefs.xml from OnEventChoice Faction Target MassCap<
The blue prints for the freighters lack any engine of any form. Fix add the engine component to the freighter. Change CargoModule LifeSupport to CargoModule InterstellarDrive <
All the carrier definitions in the ShipBlueprintDefs.xml file specify armor, but not the other defenses. So either the armor defense should be removed or the others should be added. I think it is a remnant of the change that Paul temporarily made to have armor defend against all damage. Fix: add the other defense to the carrier blue prints. PointDefense Shields</Co
A lot of the AI only ships lack the AIOnly tag in the ShipClassDefs.xml. This means that ships that are supposed to be exclusive to the AI are also playable by the human player, and increases the number of ships in the shipyard list. But on the other hand a number of ships that are supposed to be usable by the player does have the AIOnly tag while they shouldn't. Because of the large number of ships where this tag is wrong i am not going to list them all here. Further