For that reason? No. However this mod currently does edit anomalies which likely conflict. Nothing terribly fancy. Just adds a few citizens and reduced the number of precursor anomalies
Gauntlet03
So I have been toying about... and was reminded that I did modify survey anomalies via GRM-I... there isn't much reason for this to be a "Ideological" part of the mod... so I'm separating that out into its own folder. Will make it easier for people to have more compatibility... as there are several anomaly mods available. Of course... now I've been suckered into modding anomalies! Specifically my interest is to make new ART for the anomalies... as I did for mines, the ba
Ahhh! Thank you! That indeed worked wonders! My Cargo ships are back to being reasonably detailed for their size!
I think you should make your own thread. You'll get many more opinions as this is a very common topic of discussion. You'll also find other modders are far more experienced regarding map settings editing, as I am not at all sadly. Truth is... I don't play the actual game enough to tell you much about the settings these days. I'm playing on immense, abundant stars and common planets and seemingly not too overwhelmed yet.
I'm pretty sure, that somewhere, there is a file or line that controls the overall scale of a ship in the battleviewer. I seem to remember that Cargo hulls were once upon a time, the same overall scale as Medium hulls. Then they enlarged them massively. I find it really distracting, since I've designed so many ships to operate at that smaller scale, to now see them so much larger... was hoping to mod it back down. Anyone know where that might be?
What is the reasoning... is there a post that explains that?
I ran into this as well last night... Thing is some of my planets do have the interceptors... They need time to build I believe. see had another ability give me three interceptors and some of my worlds started having 6 about 5 turns later or so. Let me know
[quote who="laws2150" reply="845" id="3699709"] One of the noteworthy aspects of this mod is the epic amount of innovation. On Steam Workshop there are too many "Star Wars/Trek" mods, which get redundant and dull pretty fast. The GRM factions have ships with a lot of originality. The Terran Sovereignty Scout, Kirani Constructor and Quantum Cyberiat shipyard are a few that are extraordinary. And unlike Star Wars/Trek, Gauntlet's ship styles fit within the conte
Yup... so I figured this out. In my attempts to "de-colorize" and remove some bias to the ideology... I seemed to have successfully changed the color codes of Benevolent and Pragmatic to grey... but not Malevolent. Then, there remains the fact that I never modded the mega events... so they do still stipulate what bonuses you get. Since I one day hope to mod the mega events significantly, I'm going to leave that alone for now. I'll work on the color coding (either
Oh... Well... That's a uh... Oversight. But I guess a not bad one lol??
Hey there! This would be for GRM-Ideology (diff thread, no biggie). The "default pick" bug is not possible for me to fix... unknown what causes it. As for the event... It looks like the arrival of the PeaceKeeper Mega Events, which GRM-I has yet to modify... so actually I'm wondering how or why you don't see the Pragmatic or Benevolent bonus points in this screenshot. Thanks for posting GRM-I is much more difficult to spot-check for problems, so screenshots and such li
Thank you very much for the kind words! I really appreciate it. Things that motivate me for continuing this work! Showing your appreciation with a post and feedback! Telling me what race, ship, turret/whatever you like best! I'd love to see some people's ship designs using my components but I never do! Money. Yup. I'm not going to lie, I live pretty damn well, I'm not some starving artist, but my fun budget for hobbies is also my coffee bu
Regarding Pop to Production, I believe i fixed that in version 7.0 but if not I definitely did in this next version. If its the old ratio, than it would be 1 Pop to .5 Production. So... this release is going to be a good one all around. More ship appearances, logos, portraits, etc... a new ship set, revisions (with class names) for the Veygar and Zrentak, bug fixes... But as always... more love for the Terrans! Specifically, filling some gap
PS: The overpopulation at the start does kind of appeal... it could represent the overpopulation and exploitation of the homeworld prior to practical space travel and united world governance. SO while it comes with the production bonuses, you start with an unhappy populace that is desperate and ready to be shipped off world into the great beyond!
Yup... You guys are totally correct. I missed that change in the factions defs file. Sorry for the confusion on my end I spoke too soon. I'll be fixing it today. Expect a release on New year's!
My mod doesn't do anything to starting pop. So you may want to make a specific topic about that. Certain race abilities probably impact this as well.
Nope. That's a bug youll find it corrected n the next release. A couple other races had similar issues that have been fixed. I did an audit. I also shifted some map color choices for be races to avoid repeats. Thanks for reporting!
Oh yeah... I was just playing around with stats for fun. That being said, I was able to cover 3 to 5 of my colonies with that... which isn't unreasonable for the cost of an administrator. If I make it cost a bunch of resources I think its fair.
Sooo... pretty close to done for this next version. Finished the overhaul of the Veygar. Finished the RDM (Arkborne Redeemer/Submarines) shipset. Added that new beam weapon and a couple of variant ships for the Terrans with it. Annnnddd made a Area of Effect extension module for Military Starbases, IF you have the Vigilant, Heroic, or Paranoid trait. Currently extends range by 10, so it will cover multiple systems in most maps/types. <
Within the Terran Sovereignty, it is often the case that when a new weapon system is developed, that the system will be first deployed unto a preexisting hull class for field testing, as opposed to immediately developing an entirely new ship. This allows the Sovereignty to field its newest weaponry as quickly as possible, as already under construction ships can be retrofitted with the new weapon. As the ship leaves berth and engages in trials, the data is co
No you can definitely then edit it with the race creator... its just certain aspects might get messed if you go messing with them in the editor. For example... a custom homesystem not listed under the Faction system set... will work unless you click on the homesystem selection. That being said though, there is very little reason to edit a Faction's XML these days... what were you thinking of modding?
Thanks! Here is a look at the new Veygar components/ship variants. New Battleship New Missile Turret
GRM's Next Release will: New shipset and race "Arkborne Redeemers" Revamped Zrentak Set (New turrets, some ships, refinement) Revamped Veygar Set (New turrets, some ships, refinement) Every logo will have a minimum of three variants. Logo count has gone from about 50 to 100+ One or two new foregrounds/portraits Two or three new Race Abilities Adjusted the weaker Race Abilities to add leaders of certain types here and t
I thought so. Or at least, I feel it is an accurate way to put it... I certainly have my own self control issues :) Regarding the mod and various content, it's funny how GRM has evolved... I originally had no intent on modding any game mechanics, only content... I really just wanted to give people complete ship sets and races... but since the game shipped with no real fleet editor (and today the Fleet Editor is STILL inadequate), I had to mod to do that. One thi