Moogle65535

Moogle65535

Joined Member # 6275088
8 Posts 138 Replies 494 Reputation

Well organic pop decays if supplied buy a colonizer or transport over the cap right? Synthetics should be no different? Also, you should not be able to build any Assembly once you are at the Syn Pop Cap but you can. edit:prob produced no new information at this point, too drunk sorry for the post :\

20 Replies 11,289 Views

I have talked about this in the past as well.The fact that they have added decay to synthetic pop is new and have not seen personally with my time available but that sounds like the rate of organic pop loss over food cap so at least it is progress but synthetics shouldn't be able to produce over their cap except with possibly one queue order. The fact that the assembly projects remain at all times is the issue. I figured this might be an issue until internal code is changed since the asse

20 Replies 11,289 Views

it is a planetary project, it should be unlocked by something in the malevolent ideology tree so probably a new bug, although scrolling down on the planetary list doesn't scroll all the way down any more, you have to manually pull the slider down or vice versa i forget now, once there are a lot of things on the list it won't scroll all the way down in one manner.

16 Replies 14,403 Views

yea i noticed that it provided only manufacturing instead of production when i finally decided to go malevolent just for it which is new relative to me and i believe older builds, they should use different symbols for production and manufacturing, that will be an issue brought up endlessly otherwise, not to mention ingame info which i am sure will come later

16 Replies 14,403 Views

@Jugurtha I have been only slightly interested in MP since I can't get anyone I know to play this and generally love the lack of time constraints for SP(also worried about my own time that could be taken in MP which is why i really havent tried yet + Seilore's posts about the crashing), I am usually off Mondays and Tuesdays, i usually work 10am-6pm give or take an hour depending on the day. I am EDT as well so maybe we can try "relatively" soon? PM me if you might want to, based on yo

5 Replies 13,910 Views

Is your 1st colony always the second in your home system? I believe this has been reported yet not fixed. I need to find the links you would need to supply a proper ticket as I have only done so once and apparently was unnecessary when i finally did.

16 Replies 14,403 Views

Production =\= Manufacturing The 3 windows at the bottom of your Planet screen show Manufacturing\Research\Wealth Production is generally not shown except as Raw in the tooltips of these 3. Production is divided by the Wheel to those 3 things. I believe you understand this. The equation for Production is: [production] = (1 + [production multipliers])*([flat production bonuses] + 2 *[population]^0.7)*f([approval]) &n

10 Replies 112,337 Views

dragoaskani's idea isn't bad, i was wondering how extreme factors into total planets and habitable. Is it a % of total for both or are extreme a % of habitable? I assume the latter but have left extremes low or off for most of my games. Looking at the xml numbers most likely % of habitable, still would like an opinion of one who plays with them a bit

17 Replies 14,054 Views

Wasn't a bad thought since a lot of other things you can add as unique entries into xml show up in the game. Maybe you should put that in the Modder's requests topic, sorry don't feel like finding it atm but it was created a couple weeks ago at most if i recall correctly. I would be certain that at least stardock glances at that since i know the modding ability of the game is something to be advertised really. It wouldn't be found in this sub-forum, just got on tonight and fou

17 Replies 14,054 Views

Those 2 know more about color changes than I obviously but mid-game changes cannot be done by xml changes. They are loaded on game creation and saved as a part of the save file. There might be exceptions to this but I am fairly sure this is always the case.

10 Replies 12,313 Views

@Lavo_2 i would but that's outside of my ability, the fact that they have a Habitable Planets tag in mapsetupdefs.xml for None surprised me since it isn't a selectable option so you might be out of luck that it could be internal code. That's my best guess which sometimes isn't worth much :)

17 Replies 14,054 Views

a kupo nut? guess i've been waiting years to hear that, about time i found a new handle but i just hate names so much that i've been using moogle since single digit age, but what works works so probably won't break it, thx for the nut! (scurries away)

17 Replies 14,054 Views

Well in the current file the progression is: Rare 0.1 Uncommon 0.25 Occasional 0.3 Common 0.4 Abundant 0.5 This is why I thought uncommon should be 0.2 but if you wanted to try half which I actually thought you might that would be 0.175 so here: https://www.dropbox.com/sh/2tmmcsu3ipqu3q0/AAB5ZUVCwepxUFPcd7_N7ueza?dl=1 unzip this to your mod fo

17 Replies 14,054 Views

You could also take a look at this thread: https://forums.galciv3.com/465933 They are talking about custom map sizes but a portion of it seems to affect the general outcome of total creation of planets and habitable and everything else but my post above should represent the percentage of total planets that would be habitable as far as I can tell. I don't delve too much into xml, just enough for my personal changes.

17 Replies 14,054 Views

Also once steam workshop is implemented you should be able to download other people's created races to fill the universe uniquely(although i still see colors as at least a slight issue at that point), we are also hopeful of a randomize feature but we shall see

8 Replies 21,365 Views

i understand that, at the very least i am the type to restart over and over for at least the configuration of the stars relative to me. Also that's how I easily found that the Intuitive Trait breaks on turn 1 if unspent then saved and reloaded. I always kept turn 1 saves in gc2 just because I'm always like 'I could've started better' even with limited advanced knowledge of the galaxy. :)

12 Replies 30,972 Views

I am fairly sure they intend that any use of the console results in a 0 score for the game although i don't think that's implemented yet. However, I doubt they could tell if you used the fow to get the info then reload before you used it... should prob not mention that thought but oh well... :)

12 Replies 30,972 Views

I do recall them saying in a dev stream that one of the resources was set to a variable it shouldn't have been since it was brought up. I believe it was Elerium, however I am unsure. I assumed that meant it would be fixed but I know since that stream that stability was the primary issue which is very understandable.

12 Replies 30,972 Views

What Publius of NV said. The mining ring is available if any mineable resource is within the AoE of the starbase. Asteroids can potentially have Durantium in them. Displayed by a red icon if you zoom out to the strategic(icon) view.

3 Replies 14,446 Views

I have seen you post about this issue before. It is quite strange, I have always seen both if resources are not set to none including not setting to none in what they spawn. I hope you can get that resolved. I have seen others that have apparently 'unique' issues.

12 Replies 30,972 Views