Banned for confusing hooligans with bluebloods while distracting me from icing my muffins.
Go4Celerity
Banned for recognizing my divine right ( de iure divino) to steal the sheets at any damn hour I please.
Banned for tires with treads that tread on tears that tear the very heart out of the rubber soul of the Michelin man.
[quote who="killwa1" reply="21044" id="3681297"] banned for being a hobbit [/quote] Banned for karmaless banning.
Banned for thinking Marx made sense.
Banned for feeding your offspring seagull-style, unless you regurgetated a stolen bag of Doritos for them in which case you're banned for choosing cool ranch.
Banned for coconut flavored popsicles.
Banned for pop flavored popsicles.
Banned for having a walrus with no porpoise.
Banned for summary dismissal of a potentially able banner.
Banned for not appreciating the powerful, palate moving flavor of aged, crystalized, years old cheddar. https://www.smokehouse.com/burgers.nsf/item/aged-cheddar-cheese
I played a game around 1.9 where I raised tech inflation exponents. Around turn 75 I met the Iconians, who had 44 more techs than I did. It was on gifted with brokering off. I may be THAT BAD or the RNG may have been THAT KIND to them, but I still wonder. Ran a couple of tests that I felt were inconclusive, but I still suspect that the tech inflation values are incorrectly effecting only the player. The commented out sections around the stats also specifically st
Banned and double banned for banning more banners than any banner banning here.
Banned for making the 21,000th reply to this thread.
Banned for stealing Johnny's fermented cider-apples and not sharing the sweet end product with your banner.
I'll post a reply to OP's question after just one more turn....
Banned for the egregious insult of naming cap'n's bird Ryat.
Banned for failing to put decimals in your tables (rounding).
Am on my phone and haven't looked, but cybernetic offers a mechanic citizen that gives all your ships +1 moves for each you train. I don't think it's a prereq for any techs yet, though I'd expect some to be added later.
Incorporated changes in today's update to modded files, fixed supplemental mod in above post for making all minor factions major factions (credit to Horem for pointing out where I'd messed up on that one).
Updated for latest opt-in. Removed Tech Age tweak from the Linked Mod folder. Supplemental Mods with links: Simple XML edit to make all minor races major races (no abilities or life types so all of their techs are completely generic): https://www.dropbox.com/s/work1i5cvl94hk2/FactionDefs.xml?dl=1 Mod to stretch length of Age of Expansion: <a href="https://www
I'd like a simple thing like replacing ProductionPoints Asteroid Flat 1<
[quote who="barrybeal" reply="26" id="3677810"] not sure TechDefs.XML changes affect the game at all any more - anything you have to change would have to affect MasterTechDefs.XLM. And with all the bugs in the tech tree that XML file would have to be changed with every patch. Not sure if any of the other XML files work differently for Crusade but they change the ShipComponentDefs.XML file fairly often as well. [/quote] Thank you for catching that. You're ve
Updated for 2.14. Changes listed in edited post. Link updated. With thrusters now giving jamming bonuses, I'm looking at ways to limit stacking of flat evasion bonuses, probably through making some multiplicative and others having smaller flat plus small multiplicative bonuses. Hope to have that worked out in a week or so.
[quote who="Stormshaper" reply="21" id="3676731"] Another potential thought on the possibility of recovering administrators from decommissioned/destroyed ships/starbases: Rather then a flat 10 or 20 turn 'recovery period' for disbanded administrator projects, what if administrators effectively went on vacation after their project was ended, to the tune of 10 or 20% (subject to balancing) of the time their project had been operational? Ex: starbase Joe's Durantium Store h