Sounds about right if you want to set a specific component ( _ ) I generally recommend a scaling blueprint, but in this case you may want to set specific components (e.g. crappy engines) in order to balance/cripple what may be an overpowered module( or to set the terraformer, as you mentioned). Not sure if the standard colony blueprints will upgrade to the dead-world coloniser, got a feeling that it will as although their different 'Effec
demo10050-old
Hey, I haven't, but I do plan to use the Age of Ascension mercenary component which colonises a dead world for my own terraformer (probably put it on the Iconians to revive Super-Adaptor in an interesting (hopefully game-breaking) way. Don't see why this wouldn't work, as all the stuff already been programmed, even the AI's use of it (as they can theoretically (not sure on this) successfully use the relevant mercenary ship. I recommend stitching thi
yep, especially as some factions which seem like they should always vote for themselves (imo the Alterians) don't, which kinda ruins the immersion for me. I think that having the Terrans set as the leaders seems to fit the lore better, and returns them to a position of diplomatic 'importance' which the current abilities have gutted (in comparison to GC 2).
Yep, as far as I know the only way to make the UP chairman to be bound to a race (I. E. the Terrans) would be to modify the game's code. I was checking into see if anyone else had done it or tried to do it, owing to the multiple issues that may arise both with game balance and trial'n error. If you know of way to set the chairmanship without modding I'm all ears.
Hey everybody, Just wondering if anyone has experimented/succeeded with making UP chairmanship be 'bound' or unique to a particular faction, as opposed to having it as a vote. Looking through the ResolutionDefs makes me think this might be a tad too difficulty, but as I'm yet to actively try and do it I'm still not deflated. Thanks in advance and I hope your own modding goes well.
I freely admit that my own programming has been rather 'scattered' and isn't strictly professional, but I've been playing with adding buildings for sometime so hopefully there's something out of this mess of points that helps; 1. The >Upgrade Preclusions< tags are very important and useful, as the former allows your building to improve through the ages so to speak, whilst the latter lets u effectively make colony unique buildings which can be upgr
That's my estimation as well. They could get progressively better via unlocking buffs through ideology/tech tree, but its not quite the same is it? though adding a 'shipyard module' would probably cause a few issues that may be best avoided.
I was worrying that such was the case. It's a pity, but the backup plan should be sufficient (especially as one can design custom starbases).
Indeed, the limitation is problematic though I doubt that it rly matters for these preliminary studies. I'm guessing that Stardock has scrapped any of the AI code relating to cloaking. I suppose adding cloak scan to the default sensors may be a compromise, letting a faction use cloak whilst the AI isn't to gimped (making the AI effectively use cloak though may be quite challenging).
Quite understandable, I've also focused on more essential aspects of the game. If it helps though, I did some experimenting and saw that it's quantitative, and speculating that a cloak detecter of same rating (%) may nullify the effects. I haven't dug through the AI code to see if there's any response still there for cloaking, and I did notice two pirates attack a cloaked ship (with a cloak percentage of 100) when the ship was directly adjacent to them (which indicat
Thanks, I'll be sure to give this, and the other listed blueprints some testing.
Oh, while I remember to ask, which trigger worked?
Hey, I did some experimenting and saw that the cloaking stats were still working (at least registering) when added to a ship. just wondering if anyone has done some more exhaustive tests as to cloaking's actual functionality, and what percentages produce what effect. Thanks to all and happy coding.
Hey, Just been looking through the defs and haven't seen a particular line which grants shipyards the ability to build vessels. The reason for my interest was that I wanted to make a module which allowed an otherwise normal starships to produce more ships. If this can't be done my backup is to append buffs to shipyards to a tech for specific factions. Thanks and have a good one
I've noticed that it seems like the only ships which are 'awarded' are those which are labelled as such in the shipstyle defs (I think ur list covers them all). Problematically though I tried spawning colony ships upon conquest, and that didn't seem to work. I'm not sure why, possibly I just mistyped or made some other sort of human error, but it seems like the planetconquer trigger isn't happy with being used for awarding ships. I'll definitely be doing some
Hey everybody, Just wondering if anyone's made or put together a compilation of .PNGs for improvements that are stylistically similar/identical to that of Stardock's. Thanks and hope you have a good one.
Tried and failed so far. Experimented with applying targets and whatnot, but it just won't click yet. My next idea is to make an event for conquering, and then trigger the spawning on that event as opposed to the direct conquer trigger (though I'm not confident this will work). btw, thanks for the quick response.
Hey everyone, I've been trying to find a way to make it so that 2 Fury Blueprints are granted after a successful invasion, but I've haven't meet with any success in the matter myself. I'm not sure what I'm missing, and I've tried a lot of variations on the code, but it doesn't seem to be working. Any help is much welcomed, and if anyone got a suggestion besides tying the ships to conquest (trying to redo Superdominator with a bit of reimaging), I'd like
Thanks a ton, both of those points help me out a lot. Thank you as well for the promptness, it is very appreciated.
Hey everyone, hope you're having a good one. I've been trying to detach the Ideology buildings from the ideology traits, probably to make them awarded to specific factions through rewriting their abilities/appending something to a tech. I've hit a snag though as I'm not sure where the defs for the buildings are, and the xml for the culture traits which award the buildings doesn't show any obvious commands/method for their granting (at least as far as