DarkNeuron

DarkNeuron

Joined Member # 5045526
6 Posts 65 Replies 8,110 Reputation

Updated. V3.0 will probably be about weapons. EDIT: The sensors follow this curve, almost (the values in the graph are outdated, but the concept remains). In this example, 7 sensors would give less range than 6. Tooltips are updated with an explanation as to why this is (I call it interference).

22 Replies 72,455 Views

[quote who="Ronnar" reply="3" id="3553545"] Quoting DarkNeuron, reply 2 Good work. Tbh, they should remove the label column from the xml. It serves no obvious purpose. It does have a purpose if you think about translations. English is not going to be the only language supported. So

15 Replies 77,838 Views

So the ModdingReadme.txt says this: Append Method: However, if you only want to add new xml you should use the second method. This is done by creating new xml files that are uniquely named that match the formatting of the xml you intend to append to. The advantage to this style is that you can create mods that can be combined with other mods that simply append new xml in this style. However thats pretty vague. I've tried mak

2 Replies 23,476 Views

[quote who="Bellack" reply="28" id="3554174"] Quoting joeherbert48, reply 7 But Elemental still leaves a bad taste in a lot of people mouths. The first Elemental War of Magic where they ended up giving TWO free expansions because the uproar was so great they almost had to. Still the taste is there and I'm still much sk

70 Replies 273,150 Views

[quote who="JorgenCAB" reply="129" id="3554056"] Yes... I agree 8% seem like a better start. You will get almost a maximum range of 8 with six sensors that way and after that a diminishing return. Will you add the same diminishing return on engines as well in your mod? [/quote] I might go lower with engines tbh, maybe 5%. I'll make some more graphs to see how it would play out. Will also make that map dependant, definitely. I need to

135 Replies 653,308 Views

[quote who="JorgenCAB" reply="126" id="3553956"] I did the same for engines... if it becomes too little for the maps just add in a map modifier to the sensors so lets say insane map (MapSizeDefs.xml) give a +10-15% bonus to sensor range. There already is one for range where an insane map give +100% range. Or add a device that require Thulium that give say +25% sensor range in the late game. You can also lower the modifier to say 8% so the fall is not as bad,

135 Replies 653,308 Views

[quote who="JorgenCAB" reply="121" id="3553888"] I have done the following modification which is satisfactory to me... All sensor and engine modules give a -10% penalty except survey modules and fleet wide engine boost modules give a -5% penalty. All in addition to their flat bonus as normal. Ship hulls give.. Transport: Range +20%, Speed -10%, Sensors -10% Tiny:

135 Replies 653,308 Views

Info: I'm taking a break from the game, until 1.1 rolls out. So don't expect any updates until then. Description Tries to rebalance parts of the game which I, personally find imbalanced (multiplayer is not forgotten). Currently the

22 Replies 72,455 Views

[quote who="ForesterSOF" reply="26" id="3553674"] There is an easy solution. Do not use it. Let the game use the default economy settings from the start. [/quote] Was already said, was already replied to.

40 Replies 178,866 Views

[quote who="Arumba" reply="21" id="3553574"] Some players have to play as efficiently as they can, and when they learn of a new way to play they can't NOT play that way anymore. Saying "Just don't do that" doesn't work. [/quote] And Franco should know that from a "certain other topic". ;)

40 Replies 178,866 Views

Anyone know if you can mod shop components, such as attributes, cost etc? I've looked for it, but I can't find any XML that contains it. EDIT And then I obviously find it: ShipComponentDefs.xml Maybe it can help someone else.

0 Replies 5,215 Views

[quote who="Syrris" reply="116" id="3553295"] My thought re: limiting the number of sensor modules is that rather than "one sensor module, period", make it "one of each type", with the first module giving a decent radius boost and each successive type giving a smaller boost (so that the number of new visible hexes remains roughly consistent with each additional component). So your "Basic Sensor Array" is enhanced by a "Thulium Resonator" and then a (whatever the third one is calle

135 Replies 653,308 Views

[quote quoting="post"] And sorry to say that, but having to tweak the govern wheel between gold, prod and research is not. It is only time consuming. It is not even interesting from a "strategic" point of view. No need to be a genius to see that gold is useless at start, so you painfully need to adjust to research and prod. Then of course if you specialise a world with 6 research centers, it means that you want it set on research.... But when a building improvement arrive, you have to se

40 Replies 178,866 Views

[quote who="Starchaser12" reply="109" id="3553174"]Note, turn 352. and I'm just finding my opponents.[/quote] You were talking about strawman arguments earlier? We're not talking about the lategame! The issue has never been the lategame! The issue is the early game... Why are you talking about the lategame? Why don't you listen? Can't argue with people that ignore your arguments. I'll let the devs decide what to do. In

135 Replies 653,308 Views