They work but they are one sided. If you offer then they get the bonus. Is they offer you get the bonus. It shows up in your income breakdown as Thalan +20% for example. You still can't ask for it though, you have to wait for them to offer.
iRedEarth
[quote who="karlfranz-pl" reply="41" id="3703864"] And another thing is I don't think population should have any effect on production. Shouldn't we have robots that do all that? Population should be for research, culture, money and legions. [/quote] I don't think YOR considering the possible downsides.
I've tested them and there is no ignoring effect at all. I don't even know exactly what they should be doing, but the description implies that it would make it possible to damage the hull with beams before all the shields are depleted, but I've never seen that happen.
[quote who="laws2150" reply="45" id="3703881"] Quoting Werewindlefr, reply 44 How about all unused tiles produce food (a variable supply depending on the tile and/or planet type) as long as you don't build on them. Some improvements could increased the food they produce. So basically, almost everything is arable
[quote who="Narop" reply="26" id="3703778"] I don't think i like the OP idea because of how random the game makes those type of resources and how you can become crippled if someone comes by and destroys it. I do not mind how food is made atm but do see other problems with it. [/quote] I've been saying that for a while. I can put all my leaders unto farming, start building cities with the extra food, remove the leaders, go into negative food, and the cities will still finish
[quote who="Go4Celerity" reply="35" id="3703796"] Quoting Go4Celerity, reply 30 Place holder. (I have an idea, but am on my phone) I like the Cities and Farms, but not how they are working. My Idea: Farms build themselves,
[quote who="marigoldran" reply="15" id="3703749"] I don't understand the food mechanics at all so I just play synthetic. Like when I build farms my population still won't grow past 3. Does food do anything at all? [/quote]Did you really think the answer was going to be "no, food doesn't do anything"?
I'm of two minds. First, I'm fine with the system as is. However the AI doesn't handle it well and I often trade them food tech just to see if they'll put it to use. City building is a two step process and the first step brings you no value at all so I think that stalls the AI. I can build a semi-circle of farms around a tile in preparation for the city I'll then be able to build within them and get the pop cap bonus from having farms around the city. This is backwards to how other hu
[quote who="Rhonin_the_wizard" reply="7" id="3701271"] This seems to be a difference between the base game and Crusade. In Crusade the Vigilant starbase with 50 HP is in the XML. While in Mercenaries files it is the one with 200 HP. [/quote] I see it now. I'd still like an official word on if this is intentional or an oversight. The Arcean tech\vigilant trait don't seem to have changed from base to crusade except for this. They also back ported many crusade changes to the ba
Yes it is. However I'm telling you I looked at the .xml and they're the same. [code="xml"] VigilantStarbase BasicStarbaseName HitPointsCap Starbase Flat 200 BeamWeapon Starbase Flat 1 BeamAttack Starbase Flat 6 MissileWeapon Starbase Flat 1 MissileAttack Starbase Flat 8 KineticWeapon Starbase Flat 1 KineticAttack Starbase Flat 5 ShieldStrength Starbase Flat 10 ArmorRating Starbase Flat 10 PointDefense Starbase Flat 10 [/code] [code="xml"] BasicStarbase BasicStarbaseName HitPoi
I looked at the two .xml files and the VigilantStarbase is also supposed to have 200 hitpoints. The defense increase is correct, but the attack power should be identical to the BasicStarbase. I don't see any obvious errors so I'm not sure why it's not working like it should.
If you can look at these two starbases and not know that one would do far better in combat than the other than I don't think you know how combat works.
Update: Version 2.71a Updated for 2.71 The Facade gets Intersteller Sensors. Lowered the 'value' of life support modules and engines to reduce the chance that the game will produce ship designs that are meant for combat but are given the support role.
[quote who="lyssailcor" reply="7" id="3698917"] Quoting iRedEarth, reply 3 Regarding ship design, I think the AI should just cheat. Like just let them know what weapons their main enemy is using so it can pick defenses easily. I'm against a cheating AI if it's possible to achieve the sam
Regarding ship design, I think the AI should just cheat. Like just let them know what weapons their main enemy is using so it can pick defenses easily.
How is it lazy coding? They changed them to be invulnerable, didn't like the results, and changed it back? Show me the laze.
Nolite te Bastardes Carborundorum, Frogboy. Having said that, some stuff is a bit too "big picture" to mod and fully understand the effect. And since I don't have a "following" I can't get much feedback on changes. I'd take some work off your hands but I'm not sure I have enough "vision" for it. I have plenty of "quotes" though.
[quote who="Frogboy" reply="263" id="3694507"] People really need to get over this concept of DLCs / expensions being "gouged". If you want people to do work, you have to pay them. It's as simple as that. GalCiv II came out in 2006 and was $39.99. GalCiv II Dark Avatar in 2007 and was $29.99. GalCiv II Twilight of the Arnor in 2008 and was $29.99. And if/when we make a GalCiv IV, there will be expansion packs and DLC for that.&
[quote who="lyssailcor" reply="252" id="3693966"] Back to topic: what I would also like to see is that if you hire mercenaries then the ships should appear at the bazaar you contacted and not at the home planet. Especially on the largest maps it's very annoying that a mercenary needs 30 or 50 turns to reach it's destination because it always appears at the home planet. [/quote] That assumes that the bazaar is always in a better place than your homeworld. A month from now someo
I call tiny ships with the assault class fighters. Tiny interceptors I call Darts, because their job doesn't specifically intercept, they fly to the back, and it's a shorter word to type out.
I am also seeing AI planets with lots of land that would be good for farms, but 200+ turns in there are no farms. Also a nice +3 population tiles that they start building a lab on, then switch to a factory, then back to a lab, and take quite a while before they settle on one.
[quote who="tetleytea" reply="6" id="3692271"] Okay, thanks for the info. Gosh, what a hack. That's terrible. But the MercenaryComponentdefs matter, right? Yeah, you mentioned Pewpewpewpew, but not the ship role for it. [/quote] MercenaryComponentdefs does work. That's where I increased the threat or value settings of mercenary components. It's just the part of StaticShipBluePrintDefs that doesn't function. That's also why au
The roles set in StaticShipBluePrintDefs mean nothing. Those were the first thing I tried modding. They have no effect other than changing the description in the bazaar. The tooltip shows the actual stats. I modded the threat and value settings of the mercenary components so the calculation the game uses for all ship roles gives the desired results. I suppose I should change the non-functional fields to match the in-game effects to avoid confusion, but I forgot other people would be usi
I approve of your goals.