Coming soon; Constructors DLC! ;)
DARCA1213
[quote who="trims2u" reply="44" id="3537413"] so, when you build a starbase, simply set up the priority order and forget about it. I personally don't have a problem with the current design, but I could live with something like the above. [/quote] Reminds me of X3 (a game I like) where when there was a problem and the community fixed it, it solved the problem but they failed to see it was not a fun solution an
I modded that a while ago, 5:1 and I feel happy with it.
[e digicons]:omg:[/e]
I like pragmatism, its the most balanced and useful for my play style.
Was your star name sharknado? Someone else took it. Lol
5hp is like 0, any ship 30 turns in ship kill a tiny in one blow.
This is why star name mods will be so popular. Breen-alpha-beta-gamma-delta. Five versions of each name is perfect.
I am not going to pass up a chance to rid the game if constructors. I would like to see them use there own damn production when they have it from asteroids. And like it was said earlier, this plays perfectly into the popular idea of Starbase populations. Simply queuing a module From a sponsoring planet is a sound idea as modules don't cost alot, most of the work is from researching it. And if we were to have multiple projects being able to be completed a turn like we were promised then it
Even the Drengin wouldn't eat them.
Lol... Ewww, so declared war on my first encounter with them.
I knew I was forgot something, I copied the wrong shit. :( At least the info about the effect type is mildly useful. And the same format is used for the other Hyperion improvements (I modded them as well), just have to remove the triggers data...
If you are irritated by the lack of spectacular of special improvements like the Hyperion Shrinker, here's how you can make it and other ones like it work civ wide. just copy you improvements file into a mod and copy this to the improvement hyperion shrinker: HyperionShrin
Lol that's a funny title. Alot of its true too.
Wonder if I can mod it so the events have a chance of it happening when a ships being built. That would help small map empires but when would they stop happening?
So much RAM.... X(
Also there is code left over from planetary defense still, its right above resistance. Fyi.
I see it listed in the global defs file but don't know what it does to defenses in combat? Anyone know what it does? DARCA. ;)
I still want to move placed components by clicking them like before. :(
That way you don't over populate. ;)
Holy shit. Christmas has came early thus year! [e digicons]:rofl:[/e] To have a mod come out already is fabulous, may it be ready by release and admitted to the game, good luck. And congrats on being the first, even if its just a announcement. ;) Have fun.
Aye, with the possibility of game crashes I don't risk wasting my time doing a full design. So I save by using templates until I the full thing, but can't delete them. :( guess I'll have to delete them manually.
Soooo...you are saying there should be visibility inside of influence? Absolutely yes, makes since from a realism standpoint too as its our area.
Neuro linking in the terrans tech tree gives a influence bonus instead of a research bonus. Also, (as suspected) the synthetic trait does not work with any tech tree but the Yors...who forgot the warning label! XD
Wonder if it saw a situation and assigned a value to it and used parts that matched the situations value thus balancing the equation so to speak. Like if I was using MD and the Ai would pick armor and beams at it balanced the values for the situation? :D