Niedzielan

Niedzielan

Joined Member # 5372733
4 Posts 200 Replies 509 Reputation

Yes, at the moment, all modded content is disabled in MP due to stability issues - DLC is also currently disabled for the same reason. In the future, it will be made so that the host's DLC is shared with all players during that game (so only the host needs to have it for everyone to use it). I'd imagine something similar might be done with mods.

3 Replies 2,521 Views

High faction power, good economy, lots of planets, ships, etc. Lots of population. Low number of turns. Those all contribute to it. Even knowing all that doesn't quite tell me how some people are getting 40 and others getting 4000. And yet if we did know how it worked, people could exploit it to get better scores.

13 Replies 13,610 Views

Patch 1.1 will be the modding patch, and will include Workshop and various modding tools.

2 Replies 5,207 Views

My 1-turn wins come from me testing out a cheaty custom faction. The game only disables metaverse if you use the console. But yes, I did some experimenting with scores. Get lots of planets and population, and win in as few turns as possible.

3 Replies 4,136 Views

While a negative review [i]can[/i] certainly be as valid as a positive one, the review system is not the place to post constructive criticism. The reviews are meant to inform [i]other people[/i] about the game, not tell Stardock where it could improve (though those could overlap).

58 Replies 216,603 Views

The spec mod might still work. I haven't tested it, but all it does is add new techs. The trouble with the spec mod is that since it creates duplicates, you can end up getting all the normal specs [b]and[/b] the duplicates through trade. One idea I had was to have a sort of "buffer" tech, where a specialisation would normally go, that costs the same as the specialisations but then unlocks the subsequent techs, and also unlocks copies of the normal specs. But that raises th

55 Replies 155,322 Views

Waiting for release for the spec mod, that's just annoying to do. The Destroyable Colony Capitals is usually updated fairly quickly, but I may forget to update forums posts. The other stuff should work on every version.

55 Replies 155,322 Views

When soaking with rather over-powered custom factions, I notice a consistent drop in Faction Power every dozen turns or so, at which point it quickly builds back up. It has never dropped to 0 for me, but I've lost 80% at a time. Then it builds up, slightly higher than before, and drops again.

10 Replies 41,152 Views

First you get angry that it's possible to do so, and after several threads of it the devs finally give in*, and now you're complaining mere days from the dev stream that mentioned it, that they're doing it too slowly? Talk about feeling entitled. (*At which point, you've already won the argument)

233 Replies 1,011,916 Views

PlanetTraitDefs.xml decides the class for special planets. The only other place is (as you mentioned) in GalCiv3MapDefs.xml, which I'd expect to be regular planets - nowhere else does it specify the planet class. And indeed, if I change the values in GalCiv3MapDefs.xml (eg, making the higher class planets more common), I successfully see that in-game. (but only on non-special planets)

3 Replies 14,146 Views

[quote who="node10" reply="40" id="3546544"] The devs have said that they like things like ^that happening. Well, I'm sorry but you're wrong [/quote] Ah yes, the good ol' "I disagree with your opinion, therefore it is wrong", in pretty much those exact words!

233 Replies 1,011,916 Views

Since it's still 0.97, any changes will be listed in the 0.97 changelog - in this case, Beta 6 Patch 2. Anything new from .2 to .5 is added at the end of each section (eg, Helios ore was fixed .2 -> .5)

16 Replies 66,176 Views

[quote who="adamb1011" reply="37" id="3546456"] We aren't asking for an AI as smart as a human player. that's unrealistic - at least today. What we are asking for is an AI that is reasonably "intelligent" and executes basic build orders and economic setup so it doesn't need to cheat quite as blatantly to keep up with a human. [/quote] Which is exactly what it does - for Normal. But some people find that too diffic

45 Replies 15,907 Views

[quote who="BuckGodot" reply="16" id="3546459"] On today's devstream Paul mentioned that the empire penalty was changed from 1% per planet to a flat -.02 and that he thought this was far too small and that he would be looking at it again. This makes me think that the current .2 was an XML error and in fact NOT working as intended. But the chat was extrmely laggy and had to be rebooted several times, so I can't confirm everything he said until/unless the YT replay goes

38 Replies 27,729 Views

[quote who="Starus" reply="78" id="3546026"] How do I change the name of my custom faction's home system and its planets? For example, I created my own human faction. Their home planet is named Earth, but so is the star (which would be the Sun), and the other planets like Mars or Jupiter are Earth III or Earth IV, for example. Also, how do I change the image that shows up in the screen when you start a new game? I mean the screen where it is written the faction's descr

173 Replies 1,207,702 Views

[quote who="00zim00" reply="31" id="3546326"]if you want Frogboy, otherwise here is a pic to show what the Yor are doing as i said in my above post [/quote] Yes - I've noticed this too. When I clone a colony ship, the copy doesn't have any population, but the AI can still send it to a planet and colonize. If they can [i]build[/i] ships like that, then it certainly needs looking at.

45 Replies 15,907 Views

Title. I'm 2nd on Score (testing custom faction to see how well it plays), but not on any of the Faction ladders because I'm using a modded (.xml) faction rather than a custom one. I haven't tried it, but I imagine if I copied the faction in-game and played with that (ie, a .faction faction) it would register as custom. I'd also guess that if I had modified an existing faction, it would also register correctly.

0 Replies 5,032 Views

[quote who="Frogboy" reply="23" id="3546293"] I'm looking at your screenshots. They don't make sense to me. How do you have FOW on and you are still selecting an AI player? [/quote] "god" allows you to control AI players. It has nothing to do with enabling or disabling fow. (At least - visually to the player). Even if "god" allowed the AI to see everything, I only activate it after it starts sending them to planets, and AFAIK it doesn't chan

45 Replies 15,907 Views

[quote who="Frogboy" reply="17" id="3546263"] The AI can't see all the planets until beyond normal difficulty. its very very obvious, especially if you play on a pre made map. [/quote] Then explain how [b]Beginner[/b] AI can send colony ships to planets outside of its sensor range. My ticket has screenshots and save games that prove that it does happen. Using "fow 1" lets me see their fow, and "god" shows that their ships are going into the fog. Then use "

45 Replies 15,907 Views

[quote who="Frogboy" reply="7" id="3546094"] I'll be balancing this over the next day or so. It's just xml numbers. Glad to hear it's tougher! [/quote] It's not "just XML" when the AI [i]still[/i] can see where everything is. It's a combination of both. It can see every planet, and its priorities say "if you see a planet and can reach it, colonize it ASAP" - so it does this hundreds of times until it either runs out of planets or

45 Replies 15,907 Views

Drives should also have a cap. Giving Constructors loads of drives makes them too OP compared to moving shipyards. Or, you know, don't do that because it would be silly.

233 Replies 1,011,916 Views

it's -0.15, which is rounded to -0.2 When you have 100 colonies, that's -15 morale. Brutal without a couple of approval improvements. When you get to 650 colonies? -100 morale. Good luck keeping those class 4 planets happy. EDIT: Actually, it's -0.2 now. When it was being discussed it was -0.15. 100 colonies, -20 morale. 500 colonies, -100 morale. GG

38 Replies 27,729 Views

[quote who="Lucky Jack" reply="2" id="3545864"] I have not heard of any way to toggle anything on/off on the main map, but there are a few I would like to see in addition to trade routes and shipyard sponsor lines,. I would like to toggle relics, resources, asteroids, anomalies, ships, planets, stars, just about anything each independently of each other, while viewing the main map in tactical mode, at least when zoomed out to the extreme. I would also like to be able to see wh

6 Replies 17,976 Views