Thecw

Thecw

Joined Member # 4823684
80 Posts 451 Replies 1,324 Reputation

1) They designate different variations of the same design, the difference are the usage of augmentations. E.g. FrigateLBlueprint uses KineticAugment1 which gives RapidReload. 2) I assume you mean the ship list in the shipyard. The order is the Auto design order: obsolete designs are removed from the list and newer versions are added on the bottom. So the order is influenced by the order in which you research techs. 3) Assuming you mean a copy of the

63 Replies 371,858 Views

Dumhed, once you have finalized your ship designs you could use the shortshipnames command, which will create design files without the GUID. This allows you to update the ship designs without having to change the xml files. Note however that with the shortshipnames active, while it is supposed to work, when you edit a design and save it with the

63 Replies 371,858 Views

Level 30 Super planet. Not just super because of its size, but also because of its bonuses and its layout. I was able to terraform it upto a PQ39. According to Brad there is no upper limit, only the physical limit of the number of tiles on a planet. The max Planet Quality is generated by an inverse exponential function. Therefor the higher the class the less likely it will be generated. However maximum number usable tiles is also limited by the

11 Replies 39,660 Views

[quote who="DARCA1213" reply="4" id="3550613"] I don't see it like it was before. When I invade I see a victory or defeat screen immediately. Before there was a planet map and rolls and it worked like the combat viewer did and it looked decent. Is that feature removed or bugged? [/quote] There ware stability problems with it, so they removed it before the 1.00 release. It will be back in a different form.

6 Replies 5,948 Views

The project has been changed to proportional boosters. This means for every 10 mp you now get 10% bonus to the wealth you already generate. So running 100% manufacturing will result in less income than going for 100% wealth. You now use it as follows: You put your slider toward wealth and then use the economic stimulus project to get some additional bonus. Most of the time by keeping your mp slightly above zero.

5 Replies 18,375 Views

[quote who="AlienFromBeyond" reply="1" id="3550530"] It's a wonder isn't it? It's a global bonus I believe, so it makes sense the bonus is lower since it applies everywhere. [/quote] You are right. I overlooked the Global tag. However this would mean that the OmegaResearchCenter is the only wonder that is an upgrade from a chain of normal buildings, which i would find strange. <span style="text-decoration: underl

2 Replies 3,488 Views

The Omega Research Center only gives a level bonus of 1% while all his predecessors give 5% per level. "Oh glorious leader we have just complete the Omega Research Center and it is a great success. We can now employ five times the number of scientists while retaining the same amount of scientific output. This is a great stride for the scientific community." "You do mean with the same amount of scientists the

2 Replies 3,488 Views

A number of star base modules (still) have the wrong prerequisites. As a result some give double effects and others are not build-able at all. The StarbaseModuleDefs.xml file: PrecursorStudiesCenterModule XenoArcheologyInstituteModule should be PrecursorEngineeringCenter I

1 Replies 2,462 Views

Improvements and ideologies that give percentage bonuses do not just increase your base values, but also any penalties. This results in that these improvements become useless or even harmful when the penalties are large. Example the Large empire penalty: Supportive Population (+4), Colony Capital (+3), 2x Entertainment Center (+3), Civilization Capital Bonus (+2), Intimidation Center (+50%), 3x Zero G Ballet (+3), Large empire penalty (110x 0.2), 30 Population. Gives a

7 Replies 6,511 Views

The effect TacticalRepair is used during battles. For repair outside battles the effect StrategicRepair should be applicable. However the fact that an effect exist does not mean that it can be used for a given scope and/or target, therefor the only way to check whether it works is by trying it. So no guarantee that it will work. I made a ship component mod that worked in Beta 4, but crashes the game in later versions of the game even while the syntax, definition and conte

7 Replies 29,460 Views

Ships and templates are available in the game you define them in AND in games that you start after a ship or template has been defined. This means that if you have an active game and you start a different game to design a new ship, that design will not show up when you reload the first game. It is not just the ship and template files that behave this way, but all game resources (like the XML files). This is purposely made so that the required data is always in the game save fi

4 Replies 2,580 Views

Larsenex If have tested your game save: By turn 219 the Iconians have colonized an additional three planets. They seem to be not building colonizers because they are rush buying combat ships and creating fleets. But the colonizers are being build eventually and used. The ship deployment is rather strange: Colonizer is build, goes to a fleet (i assume th

6 Replies 2,043 Views

JorgenCAB the weight tag determines the distribution of the planet classes (PQ) PQ4-PQ8 20% PQ8-PQ12 55% PQ12-PQ16 20% PQ16-PQ21 5% This means of all the planets in the galaxy 20% is in the range of PQ4 to PQ8, etc. The values that determine how many planet are habitable can be found in the MapSetup

3 Replies 14,161 Views

The military/social slider can only be adjusted on a planet if that planet is sponsoring a shipyard. If it is not sponsoring then this slider is 'greyed out', but the actual manufacturing will go 100% to social, irrespective of whatever distribution it states on the the slider. If you can not move this slider while the planet is sponsoring a shipyard then you have found a bug.

2 Replies 7,081 Views

tesb , i agree with you. Long ago i made a post about (because in my opinion it was a bug), but players liked the double dipping - as you call it - and SD stated that that was the correct implementation. <a id="ctl00_ctl00__Content__Content__RepeaterPosts_ctl23__PostTitle" title="[.51][Bug] Economic Stimulus still generates income instead of weal

94 Replies 3,090,517 Views

The problem is that there are now two branches of power plants: SolarPowerPlant -> FusionPowerPlant -> QuantumPowerPlant, and the standalone: AntimatterPowerPlant, and that the AntimatterPowerPlant does not have IsColonyUnique tag. The SolarPowerPlant is precluded by the AntimatterPowerPlant, but the AntimatterPowerPlant is not precluded by any improvements in the first branch. However if these preclusions would be made then the player would

5 Replies 20,008 Views

[quote who="TheBirthdayParty" reply="994" id="3541482"] I can get it mirrored visually, but I can't seem to sync up the oscillation of rotation and size change. I could post a video, but I want to unveil it here [/quote] If animation syncing is your problem, then keep in mind that animation starts at the load of a design or at the activation of the animation. This means that animations are during design always out-of-sync with each other. To see whether they syn

1,569 Replies 7,898,724 Views

[quote who="TheBirthdayParty" reply="991" id="3541374"] I'm having trouble with a particular part. I want an equal part on the opposite side, but not to use the symmetry button. If I use symmetry button when I animate another part it screws up the symmetry. So what do you folks do when you want to put a piece mirroring another piece without using the symmetry buttons? Equations? Something else? Help! : ) [/quote] TheBirthdayParty, see my reply #5 in the <a id="ctl00

1,569 Replies 7,898,724 Views

When parking a ship on a space anomaly, the AI can still enter the players tile and take the anomaly. This is an old (ancient) bug that is still present: [.50][Bug] AI ships can enter player occupied tiles. [e digicons]X([/e] @Ray, Ticket already submitted ( #JVC-669-61309

1 Replies 2,914 Views

lecek Let say you want to build something like this: where the dot is the rotation point. Construct the section Place a dummy component at the rotation point. I use the tiny cube (terran component 118); If needed, resize the cube; Place your saved part on one si

7 Replies 41,335 Views

Derek, i have not seen i recently, but (if my memory serves me well) i have seen it at least twice in previous beta(s). (From memory:) it happened for me when my treasury was exactly zero. I could move the production wheel slider, but this had no influence on changing the actual production/research/wealth values. I can't remember if the wheel itself was dimmed or not. My conclusion then was that the update of the actual values was inhibited by the condition (treasury <=

3 Replies 4,776 Views