I just consider their ships as diplomatic missions. I ignore them until a war starts and then I destroy them. I understand that they can be annoying but that is only because you allow them to annoy you. Under the new system if you tell them to withdraw and they refuse they are committing an act of war, so destroy them
Franco fx
Sorry DW it wasn't your mod after all
Deathwynd, it seems that the mod is causing a problem with 1.5. The new trait coercive does not appear as a choice and patriotic remains as a choice. When you play the game all new colonies have the planet wheel and you can't focus. I am assuming it is this mod since everything works fine with no mods and this mod is the only trait mod in my game
[quote who="Tilrea" reply="3" id="3606233"] close your steam and delete your appcache folder in the steam folder then restart your computer thats what fixed it for me now i just need to get 1.5 to work Achronous yes thats true but not when you just turn you computer on that should not be the case [/quote] Thanks, w
[quote who="Nilfiry" reply="15" id="3603055"] This is not entirely true. You can just buy out their best planets relatively close to the center of their ZoC, and then turn those planets into culture planets. [/quote] I didn't know they would sell their planets. If so that would work.
[quote who="naselus" reply="13" id="3603112"] Quoting Franco fx, reply 12 Bad news for terraforming Mars The CO2 is gone not stored in rocks and soil. http://www.space.com/31044-mars-terraforming-nasa-maven-mission.html From the link: <b
Yes a magnetic field would do it and a collision (Phobos?) would be great. I think the mass of Mars is not a problem. I read somewhere that if we could create an Earth atmosphere on the Moon it would take over 2000 years to bleed off. With a magnetic field a Mars atmosphere would likely be permanent
Bad news for terraforming Mars The CO2 is gone not stored in rocks and soil. http://www.space.com/31044-mars-terraforming-nasa-maven-mission.html
I never have a problem keeping the peace in the early game. I just make sure I have more and better planets and I do a lot of trading, granting open borders and diplomatic stuff. I seldom play over 400 turns and by t300 somebody is going to DW. I am usually quite a bit stronger militarily and they sue for peace in 4-5 turns, rinse and repeat. Currently the game is not designed for my preferences. It is fine for a conquest game where you build your military asap and go after th
NASA has recently learned that Solar wind is bleeding off CO2 from Mars. This will make terraforming the planet very difficult if not impossible. Actually this doesn't matter since the game does not specify the conditions under which the population lives. The residents of Mars could all be living in covered habitats
Originally gave +6. Brad nerfed them into non relevance.
I would like to see them colonizable with no buildings except resource mines. After colonized at high cost, you might find a treasure trove of resources or nothing. If nothing you could opt to abandon the colony. As usual the big problem will be getting the AI to deal with them.
I had a faction go into detail that they wouldn't go to war for me doing this but would give consideration to this in the future :) (I was nowhere near them)
I have a dog that does that in a thunderstorm. Maybe they think you make them safe :)
Not sure but re-launching from a different world might work
Is there any way to convert faction logos to a part that can be attached to ships. I doubt this can be done but I thought I would ask. I am fairly certain GCII had logo parts.
My 50 turn opinion... I don't really miss the planet wheel. This is a new game and I like the way it plays for the most part. The focus choices are great. I am trying to give the governors a chance and it is possible that they will be able to take over after giving the planet a decent start. I am not sure how it would wind up if the governors took a free hand from the start but my experience isn't good. the first improvement they seem to build on all planets is the fab
I have been using this mod in a lot of games and I really like it. I understand the cost and upkeep as a balancing factor but the upkeep makes it hard to have a lot of them on hand. It would be great to park one in all your bases. That would eliminate the busy work of tending a lot of star bases. As it is, moving the processors around from base to base it fairly tedious itself. Still, they are a lot of fun to work with.
All of your suggestions are good and I hope they will be added. I have suggested 1.1 a couple of times but you stated it better than I did. I would also like to be able to designate favorite parts.
Buck, your 1.1 link is to a More Planets mod instead of your Terraforming Mod
I assume when you say the AI DOWs when you build a culture sb, you are referring to a sb adjacent to one of their planets. That would be like the US building a cultural center in the middle of Lenin Square at the height of the Cold War. Not gonna happen, never should happen.
The Anti-Matter Power Plant should also be in this conversation. It is worse than worthless. It has nothing but a 2X adjacency bonus. I have never been tempted to build one.
I was able to fix this by deleting Steam cookies and restarting
After starting the game after loading 1.3 my factions are all screwed up. The Arcean mod caused the game to crash when I tried to play as the Arceans, so I removed the Arceans from my mods. When I restarted the game the player selection was blank and when I tried to select a faction to play, I was getting a random faction instead of the selected faction. I finally gave up and uninstalled and reinstalled the game. When I started the game the player selection was
The AI tends to research military tech early and will usually be ahead at 50 turns. They are not going to attack you at that point. I usually trade for the first military techs and research the larger hulls well before the AI has them. Larger hulls is one strategy for getting ahead of the AI Militarily.