Generally I think this is good idea. I have some concerns but first I must see how it works in practice.
karlfranz-pl
[quote who="ForgottenSlayer" reply="11" id="3758618"] Not having to build sensor ships coupled with rapid strike forces will make the game a lot less dangerous. Allows you to free up ships for other things and does give your more incentive to push your boarders out as far as possible. Not sure how I feel on this. [/quote] My sensor ships were so dirt cheep that this is irrelevant, not needing them will only cut on micromanagement. Now th
"Added a new starbase module: Ascenion Gate Study. Allows player to get a lot more out of the ascension gates." I was comparing my StarbaseModuleDefs (crusade version) to new one it but it appears this module is not there, and I don't see it in tech tree, where it should be? I did find entries in StarbaseModuleText (edit, funny thing, I cant find it again) "Added an option to enable / disable factions for random faction (on by default)" Appears to
I am the same, do things MY way :) And I also have to compare a lot of files, all thou its funny to see same changes as I did (and probably others), like tech cost, colony pop ect. By the number of changes it could be called 3.9 :)
Sound like I won't have to build network of sensor boats along my border, pretty useful.
Never really looked at it this way but Troop Module should have some required technology (in ShipComponentDefs) that could be changed for something in Age of war/ascansion. That would delay anyone invading a while (exept troop transports from ideologie trait). You would need right name of technology from right version of MasterTechDefs. If you want do it YOURSELF it might be doable.
This is something Horemvor mentioned once needed to be aded to Engineers Ability so it matches with its description, I did it and appears to be working. Same thing might work for ideology if you want to try it yourself. AsteroidDecay Global <TargetTy
Grate, maybe I can make some new friends because those good ones always declare war on me sooner or later.
Cool. I expect some changes will be needed like with every version but is there possibility/danger that changes might kill existing mods? PS. "just work" sends shiver down my spine, please try to avoid it. If you don't know this is why: https://www.youtube.com/watch?v=YPN0qhSyWy8 :D :D :D
So today I'v Installed it. Everything went smoothly. All mods work (except Government one, that would conflict with my own) And I am actually surprised. Changing mercenaries and replacing them with pictures is nice idea but Ideology tree looks impressive. I never really liked/hated original one but also didn't have time/idea to change it in any way. You put a lot of work into it and I wonder how it will work in gameplay :) BTW, I noticed "Unflinch
Thx, I'll give it a try, as soon as I can, it looks great and I'm kinda bored bombing Snathi over and over again.... I don't mind new abilities, and it looks like they don't replace default file just add new things. My concern is with mods I made for myself and I have to look at files to make sure there is no conflict, "GRM" should not be a problem. Recently dinging through all xmls has been more fun than playing game itself :D At first I wanted to change few things and now I
Is it possible to use your race pack without any of mods? Or maybe some of them are req, "GRM" I guess?
What happend to Journal #9 (Coming Soon) ??
Changes looks interesting but there are reasons to be concern. Things might get turn upside down... I don't see lower population growth as big problem (is minimum colony ship population still 1?) and I can predict baby boom planet spawning colony ships, might be cool place top live btw :D I would have few questions: 1. What is that reptilian race on pictures? Something not yet announced? 2. how expansive will it be to build a gate, comparable to normal constructor? Wil
So because I don't use this account to often I didn't know where to put this post. Please kindly tell me where better place would be. I am done with my first Intrigue game and I have some remarks for 3.0 in general and expansion itself. I've played on devs favourite Ludicrus map size ( :P ) with 14 civs on quad core and 16gb of ram and performance was pretty decent (even better that 2.8) I had few crashes but it turns out game no longer likes when I have FF with youtube
I am just playing 2.8 for first time and I'd like to share few things and bugs: I noticed AI can go little crazy with colonization so I set up little trap for them. Just add privateer for full effect :D It might be considered AI cruelty. And I also received first trade offer, in what way this is "smart" ? <img src="https://cdn
Arcologies are part of solution, its too long to describe and is best explained here: https://www.youtube.com/watch?v=TqKQ94DtS54 And another thing is I don't think population should have any effect on production. Shouldn't we have robots that do all that? Population should be for research, culture, money and legions.