Looking at the files, the mod is mostly compatible with GRM. There are a few conflicts but they are pretty minor. 1) Commander abilities/blueprints. Remove GRM-Commanders from your mod folders for compatibility. Failure to do so won't crash anything, but it will be random which set of commander modifications will take precedence. 2) Various event files. You could remove GRM-Ideology and GRM-Ideology for Intrigue to ensure compatibility. Leaving them in shouldn't crash anything
Gauntlet03
Nyah... just misclicks I thinks
I've noticed that when you have an ability or structure that provides free interceptors defending a planet, that the AI gets quite caught up on these. They'll happily attack them, and then next turn repeat... and repeat... and repeat... because the interceptors just regenerate. They'll ignore shipyards and starbases/etc. so it basically makes my empire a giant sand-trap for their fleets. It's quite handy when being attacked by peacekeepers as my empire merrily continues buildi
[quote quoting="post"] Is it possible to restrict a component to particular hull? I would like to propose 'Civilian Engines', for cargo hulls, cheaper but bulkier. Is it possible to restrict components to 'one per category'. I know of the 'one per ship', but I would like to propose several Stellar Accelerators, but only one of the whole family/category can be added. You would have the choice to place the best, costliest, or go for a weaker but cheaper version. I don't want peo
Yup! As I suspected your game doesn't know which entry to read because they are the same entry in two different files. Just rename it back to it's original name and you should at least be able to load a game.
1) What DLC do you have? 2) Which copy of Ship Components file did you copy over to your mod directory? 3) Did you rename said file? 4) Are you trying to add new components or modify an existing component? 5) In said file, what values are you changing and to what? Dunno about credits.
1) Are you using any other mods... ones that perhaps modify anomalies as well? Would probably throw things off. 2) You could certainly open the files and tweak the weights to your liking. 3) As for salvage... I disagree... the salvages are almost always a few credits which is very needed in the early game to keep you from hitting 0 cash too quickly. Additionally they very often produce upgraded engines/weapons/scanners for the survey ship, keeping them relevant into mid game.<
... Continuing to work on dialogue... the weighting of speech options is so incoherent and haphazard. Some have values like 1, 2, and 3... others have 3001, and many at 100/200. It's not that it doesn't function, because the sets of values are usually used within a particular group of choices... but the inconsistency makes it very hard to work across multiple files that need to cooperate. So I'm having to set a new standard. In addition, to relax... lol...
When using the faction editor there is a button for customizing citizen portraits.
Yeah no problem. You installed GRM before the hotfix/patch most likely... therefore Steam replaced any files inside the Game's directory which is namely the Mercenary ship design files (and VERY ESPECIALLY the ship and object file zip files). Just re-copy the "For your game directory" folder to your game directory ... err... folder lol. It will replace the two zips and re-insert the other files if needed.
You don't need a code. Just leave it blank.
I'm glad its not just me then... I've been trying to figure out how to just have the game spawn the bases like they used to instead of waiting for the event, but no-go.
Running a small test game to verify some dialogue changes are working... and look... it's turn 10 and I've found a Precursor Anomaly! It's heavily defended so I'm going to ignore it for now.
Correct. No default garrisons, so most colonies are defenseless and you can use a rapid assault force to bypass the enemy ships and steal 5 or so planets and just destroy the colonies instantly if you don't think you can hold them... and while I believe there is a War-Weariness figure in the background telling the AI to eventually make peace if nothing is happening and the war is going on a long time... there is no game-mechanic active on the player. Colonies on
AH yes, the early events have a duplicate file... but in my last released I largely solved that, by taking one file and removing all but 1 entry, and leaving the other file active with all of the entries. (They are named different files, so if I just removed one or the other, the game would default to using both again). Anywho... regarding anomalies. Here are the active categories, their likelihood (weight score, which I admit, I don
PS: Generally SD releases patches this way for long periods of time as "previews" for upcoming version. GRM is usually maintained for these.
Go to: Steam, Library, Right Click GC3, Select "Downloadable content", select "Betas". Use dropdown menu to select the opt-in hot fix.
Hey there! I do enjoy a screenshot! I'm glad you are enjoying the mod... I don't get to play very much sadly, so I never have time to come up with fun descriptions lol! Is there a particular vanilla bug? If you are talking about events and their results... well, I do try to balance those a bit, but it's in the eye of the beholder after all.
You can create a colony module that terraforms a dead world into a class X world, but I don't know that you can make it spawn durantium or such...
Maintenance Improvement Flat 1 This controls the credits per
DurantiumCost Improvement OneTime 1 This would
ManufacturingCost Queue Improvement Flat 20 <
Did you download the 3.1 hotfix/opt in? Because Retribution broke all modding/enabling of mods and only the hotfix allows it.
They are already in game.
Ah. Knowing that, I can tell you it isn't a bug in retribution, but a bug in whatever shipset you are using. That shipset is missing the definition entries that Retribution added for the ships using hypergate components. It's also likely you are missing the AI designs for Worker ships. If it is a GRM shipset, it should have had the designs, but if you are using R-1.0 it's possible I missed some. R-1.01 is the latest version of GRM and fixes bugs and anything I missed. If you a