As someone who works in Public Relations, I must thank you for such a well thought out and kind post. I'm not a fan of the wheel but am sure this will make people happy- just like a no doubt in-progress Diplomacy Update and more DLC will make me happy! Keep on rocking and rolling.
DavidMichaelFelt
[quote who="Frogboy" reply="36" id="3598106"] tell ya what, ill talk ro the ream to make it so that modderss can turn on the wheel. [/quote] Frogboy proves that he is the Evita Peron of the Stardock team, looking to give his descamisados their wheel.
I'm sure the code can be restored or re-enabled, someone should take the initiative to make a governor wheel mod to appease the masses. I've never been a fan of it but I think the creator of such a mod would have lots of fans.
[quote who="mulkmulkmulk" reply="15" id="3598042"] how about making the start of the game more diverse. Turn 1 : Colonize-> research boost -> more size -> buy 50 range sensorship Turn 2-8 : Small fit colonyships colonise a planet per turn [/quote] I have no idea how to get it up to 50 range but I just learned thanks to this post how to make the cargo super sensor by turn two. Thank yo
Custom Faction Foregrounds and Backgrounds are now missing.
Fantastic work, the game finally feels challenging for someone who has played it enough to figure out tricks!
Anyway to customize which fighters are loaded onto carriers?
From looking through the files they can't actually appear before turn 100 in a normal game, though I'm new to learning how to mod so I may be slightly off.
Ever start with a great world, one with a full circle of six tiles with that sweet seventh in the middle and find it ruined by a poorly placed capital building improvement? This feeling is the worst and I'm sure it would go over well if in an upcoming patch or in a DLC mega-patch content update we gained the option to choose where to put a capital building upon founding a colony.