Franky999

Franky999

Joined Member # 634887
12 Posts 87 Replies 707 Reputation

In UnitColonyStatDefs you changed all the multipliers to flat, just wondering your logic, am i correct in assuming this makes the citizens more powerful in general? The idea was to have more powerful citizen at the start of the game, but without having overpowered citizen by mid-late game. (There is a new promotion that give the old 30% bonus, but only for 20-30 turns) Really like your new promotions, I am looking to make ALL citizen types rec

33 Replies 141,956 Views

Question: In AITechGovernorDefs, you deleted everything except for one DefaultPreference WEIGHTED_TECH What does this do (what's the effect of deleting everything else)? In fact i am not sure

33 Replies 141,956 Views

That's a great news!. My mod "Pop rebalance" already implement all of theses ideas and a lot more. My latest addition is really interesting: i have added upgradable Capitals and a new garrisons building that cost 3 legions and add 3 garrisons to the planet. It's a way to force the AI to build garrisons. I find that except for it's capital, the AI don't put enough garrison on it's planet!

15 Replies 67,351 Views

Thanks for the tip: The governor only upgrade when planet is full. So i have converted the Garrison building to be available to all, at a cost of 3 legions... and SUCCESS ! Now the AI will use it's legions to garrison it 's planet sooner... no more undefended planets !

33 Replies 141,956 Views

I have added an Upgradable Capital that cost 3 Legions and add 3 garrisons to it's planet, in the hope that this would make the AI put more legions in it's planet. I have added the correct PlacementType in GovernorDefs.xml, but the AI will only upgrade the capital when all the tiles in the planet are occupied! Any suggestions, or is this hard-coded ? Note: i have also tried to add 10 in the ImprovementDefs, but it

33 Replies 141,956 Views

The YOR will create colony ship from planet with low pop with 0 Population aboard. It will then colonize planet with 0 population. I have also seen it's durantium going in the negative. Probably after manufacturing population !

7 Replies 18,847 Views

3) While modding i tried a few programs that read xml files and convert them into csv (to be open in a spreadsheet). But the result where not ideal. Is there a program that can read schema and it's associated xml file to be put into a spreadsheet ? When making global changes, i will extract from a particular file(ex. MasterTechDefs.xml), all data related to a specific value (ex. ShipRange), then put this information in Notepad++. Then once i have a complete view, i will start ma

139 Replies 613,511 Views

What started at a simple mod to rebalance the game the lower Population level introduced after Crusade, ended up being a major project, as i was including some of my favorite mods, and tweaking a lots of thing along the way. My mod has been posted on NexusMod. Features: - A new Town building (upgradable into city then megalopolis) - Bonus of citizens converted into Flat bonus - 15 new Promotions for citizens - Rebalance all stats rel

33 Replies 141,956 Views

I have a big mod in the work, that rebalance a lot of things, around the lowered Population count from the Crusade DLC. It include over hundreds of tweaks ! I would like to include part of this mod in my mod. Do you give me permission to do so. Thanks.

113 Replies 136,527 Views

I have a big mod in the work, that rebalance a lot of things, around the lowered Population count from the Crusade DLC. It include over hundreds of tweaks ! I would like to include part of this mod in my mod. Do you give me permission to do so. Thanks.

13 Replies 29,024 Views

I have a big mod in the work, that rebalance a lot of things, around the lowered Population count from the Crusade DLC. It include over hundreds of tweaks ! I would like to include part of this mod in my mod. Do you give me permission to do so. Thanks.

4 Replies 43,241 Views

What controls cities? Population control cities Do we need separate tweaks for Yor or are they included? I am not sure, i think the governor: AIHomeworld_Tech control the YOR...

30 Replies 93,418 Views

here is the file GovernorDefs.xml xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Schema/GovernorDefs.xsd"> AIHomeworld <br

30 Replies 93,418 Views

I have resolved the problem. Check my reply #2. The solution is in modding the file GovernorDefs.xml Add the following Food Food Population near the top of each list. I have added another Population near the bottom, and another two in the filler part. I have a big personal mod that fix a lot

30 Replies 93,418 Views

I think that in a game like stellaris, a lot of things are hidden, and the game take a lot more time to play. So it's flaws are not as apparent. And it target more a kind of Role playing type of gamers, who are not as competitive strategy players. Galciv has a more in your face type of UI. This is a good thing, but it make it's flaws more visible. And turn based games are more played in the mindset of playing to win, so they need a better AI.

32 Replies 187,458 Views

I just ran a few more test with the Torian. For a faction that should focus on growth, their situation is a lot worst: Their first Farm is locked further away in the tech tree, and they don't seem to prioritize it !

30 Replies 93,418 Views

I have spent my last evening and this morning on it. I see three things to do: 1) Make the AI research the tech PlanetaryImprovement sooner. 2) Make the AI build more farm 3) Make the AI build more city. 1) In MasterTechDefs.xml: i have lowered the AICategoryWeight for the techs: XenoExperimentationTech and XenoManufacturingTech. Added the two tags: Growth and Critical</Tags

30 Replies 93,418 Views

Another thing i found with Promotions: The button does not check for the value set by So with the actions: RecallUnit or ChangeUnitType you can exceed indefinitely the limit on the number of unit in play!

8 Replies 19,392 Views