Gauntlet03

Gauntlet03

Joined Last seen Member # 847148
89 Posts 1,666 Replies 2,484 Reputation

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

33 Replies 142,330 Views

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

2 Replies 24,463 Views

[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

4 Replies 11,347 Views

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.

7 Replies 11,085 Views

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.

7 Replies 11,085 Views

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.<

1,416 Replies 4,493,903 Views

... 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...

1,416 Replies 4,493,903 Views

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.

8 Replies 24,142 Views

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

5 Replies 20,990 Views

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

1,416 Replies 4,493,903 Views

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.

1,416 Replies 4,493,903 Views

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

14 Replies 56,210 Views