General Pants' Super Awesome Mod
leiavoia
double post
I've had this happen several times. The auto resolver is wacky and never to be trusted, even with overwhelming odds. Instead I manually place all my units next to the capital (and cities, if any). Im not sure what the point of this exercise is. There is always one right way to do it and no real choices to be made.
And it's helpful to keep a leftover colony ship to shuttle robots from your homeworld to new colonies. (Your HW will probably end up being a major production center for the first half of the game and critical to robot success)
I've played through 7 games as YOR and have not seen this. Can you provide additional info about which planets are growing? Were they colonized by you or taken over from other empires?
They don't drive any sort of story, no. The biggest benefit the provide is a source of cash in the early game. There are also defended anomalies that frequently yield some welcomed bonuses when you can build up enough of a fleet to take them on. i disagree on voice acting. I mostly find it annoying and repetitive (see: MOO:CTS). Also, the dialogue is something you can directly edit to make your own custom race dialogue. I'm glad stardock did not waste the resources on trying to put vo
It would also be nice to show the love nub directly on each portrait so I don't have to click each one to know (and then forget) how each one feels about me. keep up the good work.
[quote who="a0152570" reply="8" id="3682715"] Quoting zuPloed, reply 7 You guys taking into account these two lines: OMG, i must be blind and daft [e digicons]8O[/e] . I do not know how i missed this (really did look) Formula is simple Raw Production = (population^PopulationToProdu
[quote who="a0152570" reply="4" id="3682638"] Quoting leiavoia, reply 3 There is a super-simple, modder-friendly , one-line solution to this. Except it is not modder friendly. Its in the main code not the xml's (at least not that i found) [/quote] I'm obviously over simplifying a
Just ran into this again last night. "Dude, where's my legions?"
There is a super-simple, modder-friendly , one-line solution to this. In code, change: raw_production = population ^ 0.5; to: raw_production = population ^ population_modifier; where population_modifier is a civ-specific number that may be affected by: technology / government civ creation options game difficulty level ..
Interesting, but having a general commodities market would untie resources from diplomacy. That gives me one less reason to talk to my neighbors. (That could be good or bad).
If this xml is tossed in with a system generated custom civ xml, does it have any effect? That is, can it be distributed along with steam workshop civs?
[quote who="BIF" reply="69" id="3682410"] Quoting leiavoia, reply 51 Uhhh, wait a minute. I suppose I never thought to ask this question: Are we now killing 100% of the population when we conquer a colony, or receive a colony in a surrender arrangement? Because you must be if you suddenly don't need food productio
Yes, robots are very difficult to spread around quickly, so I usually just dump workers and scientists on the home planet. Not unusual for me to have 8 or so citizens on there by mid game when playing YOR.
It's a better idea but implementation is likely difficult/impossible without creating a bunch of new technologies just to handle that. It also means none of the basic resources would be strictly necessary anymore. I do like the idea that resources influence which weapons get manufactured, but i admit it usually just ends up being like "in a galaxy blessed with antimatter, everyone just builds missiles."
Short answer: correct. Longer answer: you can sometimes recall one by "promoting" the citizen and then using the "recall" option, but it costs resources. If you want bonuses you can relocate, invest in Leaders instead.
[quote who="Moser_Alchemist" reply="64" id="3682209"] "I don't know whether anyone else has mentioned this but in 2.3 when you attempt to eject a ship form a fleet, it then shows the wrong ships when you attempt to move. (ie you try to click on a ship which has been split off and instead find yourself moving the parent fleet). Has anybody else had this problem?" Yes and its frustrating. [/quote] +1
No. But this is a puzzle the dev team needs to brainstorm a solution for. @Stardock: the problem is that many mid tier planetary upgrades require resources and auto upgrading them results in the inability to store those resources for other needs. being able to temporarily suspend auto upgrades would give the player time to stockpile resources for other uses.
[quote who="joekraska2" reply="48" id="3682109"] Hi. Can everyone else confirm the input lag I'm seeing in Crusade? This was both in the base, as well as the opt-in. It's really obnoxious. Almost stop playing the game level obnoxious. I'm willing to be patient, but is this a known defect in the game presently, with an ETA to fix? The lag is sufficient enough for me to... ah... politely say that this particular defect should not be in a released game. Update, please? [/quote] <p
What causes that?
[quote who="Uncle_Joe" reply="13" id="3681961"] I enjoyed it at first, but successive games have followed a similar grind pattern. To ease that, I think true military action needs to be an option much earlier in the game. [/quote] yes yes yes and more yes.
I'm still curious how the entire invasion system works. I have no idea.
[quote who="TheFunMachine" reply="12" id="3681803"] Quoting leiavoia, reply 10 As a player, if I see a AI gaining snowball momentum and running away with the power creep, I will do what I can to destabilize their position. Pay for proxy wars, form an alliance, or just outright start a war ... [/quote] Good point. @Brad: if huma
On my last game on godlike, large, 7 civs, the ships they were building were actually okay. The problem is that they never put them to good use. When I play, my general thought process is: do I have a weak neighbor? do I have enough ships and transports to launch an invasion strike? if so, start mobilizing. The ai seems to be doing 1 and 2, but I never see the war party coming to visit me. What I end up doing is quietly stealing