Space Monster Artifact. I tried it, and nothing happened (except a sound and visual effect). Is this bugged or wherever I click, it doesn't matter, the monster spawns 'somewhere' I don't know?
PocusFr
For the 2nd time in 15 turns, an enemy spy is on a very important installation. The first time, I countered it by sending my unique spy, and each were killed. Now how are you supposed to handle that? I guess the mini-game here is more subtle than regularly spending the citizen you get every 10 turns to remove an enemy spy, right, there is more than that hopefully, because otherwise I don't see how I'm supposed to have enough citizens.
This add a lot of flavor indeed, congrats to you having the courage to tweak all these files!
ok, fair enough, I can understand and enjoy immersion too. I was not too sure if the events provided ideology points at all. Now that I know that, I can play the 'guess game' from an immersion standpoint. I have a small mod ready, which rebalance and add a pseudo-scientific description to weapons and defenses, I'll publish it soon and it is compatible with your mod, given you keep the vanilla components and tech tree.
Having played Homemvore mod before the discontinuation of his work and now Retribution with your mod, I would say that among the many things I'm missing, the streamlining of colonization events is what I miss the most. In Horemvore mod, each time your colonized a planet, you had an event tied to gaining one of the 3 ideology points. Now you don't always get an event, and when you do, there is no clear indication if you get anything beside the bonus written. So sometime you have to decide if y
Thanks for the detailed answer on not touching gameplay, indeed you keep your mod very vanilla compatible. I was delighted to see you changed all mercenaries to one that fit your lore. But I was less thrilled when I saw the insane production bonus some gives to ! The Fulgar Emporium for a cost of 250 money gives +200% Gross Income, and many others are in this range. Did you meant +20%? Because +200% is quite the balance-killer ... Eithe
No, I got it 2 days ago. Gauntlet, I'm very surprised that you did not touch a single thing in improvements and shipComponents. Are you happy with Stardock idea of balance? That's ok though, I have spent my leisure time this week end to rework it. But curious why you did not.
Hi, I'm trying a few test games. Playing currently with the Fulgar. You ship designs are just amazing, better for many than vanilla GC3... With the Fulgar, I don't pay any admin for colony ships and constructors, WAD? Also, all the texts are very well written, no doubt. I appreciate the attention you put into them. I noted a few typos, but don't want to bother you if that's ok, just tell me. I can also send them by mail.
Gauntlet, please do tell people to use the Opt-in from Stardock, or they will hit a brick wall as me ...
Hello Rhonin, There is no need for a saved game. Launch the Retribution campaign. Click on your only planet on the very first turn, there you see there is already a Space Elevator on the planet AND you can build another. Can you please do so and confirm, it should not take long.
I don't know about that, I'm playing the new campaign. Do Terrans have that? It is not in their description.
NOTHING TO READ HERE - It is now all solved with the opt-in from Stardock, as vanilla Retribution disabled mods support!! [e digicons]:drool:[/e] [e digicons]:inlove:[/e] And now on with this superb mod!! ------------------------------------------ Hi, I can't make your mod works, sorry. It must be a senior moment from me probably, as I consider that being in the software industry, I should know where to put files. First question though, is
If you upgrade your initial survey ship, you pay again one admin.
Despite what the tooltip says, nebulas don't slow down ships.
In the campaign (C1 then C2) each of the starting planet has an elevator and yet you can build a new one. It's a Planetary Unique, in theory.
You wiki is quite nice and very nicely written, congratulations! Any plausible estimate of an update of your mod? Are you considering days, weeks? Is there a comprehensive changelog compared to vanilla?
Hey, What would be the file to edit to change the way the map is built? I had no luck so far, only finding a file with very few parameters. I would like to have even more nebula than the max setting, which is still too shy on that for me. Thanks in advance
I guess the DLC will come with a companion free patch for everyone? Paradox does that but I admit I don't know what is Stardock policy for their new DLCs.
[quote who="Frogboy" reply="4" id="3741358"] Quoting PocusFr, reply 2 Should Tourism not be renamed 'Migration' so that it makes more sense for xenophobic races? Is the Temple of Despair player unique or planet unique? I was thinking of the map size, the sensor is nice on a small map, but less important if you p
Should Tourism not be renamed 'Migration' so that it makes more sense for xenophobic races? Is the Temple of Despair player unique or planet unique? I was thinking of the map size, the sensor is nice on a small map, but less important if you play huge.
This is tied to the same bug about upgrading constructors and survey ships, where you pay again the administrator. I think I read somewhere that Frogboy fixed it for the next DLC.
Ouch, did not knew that. I guess the interest on AI is overrated for players and devs alike [e digicons]
Hi, AI continuously settles at the heart of my empire. In doing so, they then say I'm trying to culture flip their planets, so are mad at me. And then the planet rebels, because under a crushing influence from my core worlds, and I get them all. Would it be possible that the AI make a simple binary check before colonizing any world? Just testing if foreign influence is not above say 100 points? Yes? Don't settle, period? Right now it feels I'm (1) going to
Ah thanks. Hopefully there will be more choice in diplomacy soon though, this seems a bit barebone as of now.
It seems there are new options in diplomacy, for example when an empire gives his world before being defeated? Is diplomacy fleshed out in the DLC or it is already in the current game?