[quote who="Avatar137" reply="7" id="3667234"] Quoting lyssailcor, reply 5 Since in my game there were several identical ships it could not be mercenaries. Also I can tell the difference [e digicons];)[/e] Hey, didn't mean to imply that you couldn't! [e digicons]:D[/e] J
lyssailcor
With standard means: Right click on file, choose "open with", select or search Notepad. Only recommended for small changes. Personally I use Notepad++ (free editor with syntax highlighting for a lot of languages including xml).
That's funny, I modded my own game to exactly those logistic values for large and huge hulls ;) (but also increased their mass and hit points)
[quote who="Avatar137" reply="4" id="3667217"] For those seeing large/huge ships early game, if you have the Mercenaries DLC enabled, make sure that those ships aren't hired mercenaries. In my games when I'm seeing this happen, more often than not it is a hired gun. [/quote] Since in my game there were several identical ships it could not be mercenaries. Also I can tell the difference ;)
In one of my last games the Yor declared war on me around turn 150 (or earlier, I can't remember exactly) and came at me with large ships (when I was only barely able to build small ships) with 400 hp (because I modded the ship sizes and large has 400 hp in my mod) and a lot more firepower than I had. Luckily they sent those ships only individually and only a handful of them, so I could finally overwhelm them with large fleets. I never saw someone use such big ships this early in the game
[quote who="joeball123" reply="8" id="3665768"] Quoting Larsenex, reply 7 Currently, Resistance is used to defend against non physical attacks like information/propaganda. Only 'Defense' which scales with population is used to defend. The basic defense building which i think gives +20% to planetary defense would NO
[quote quoting="post"] In my game, invader with 20% soldiering bonus and 2.5 troops that totaled 3.7 invasion power. My planet has over 22.2 population, 80% resistance, with 17.4 defending power. Somehow invader won and I lost? Invader was using conventional tactic Is that a bug? [/quote] What were your restistance and defense values? Apart from that, the vanilla invasion system favors the attacker so much that it's nearly impossible to fend off invasions. I h
[quote who="treborblue" reply="2" id="3665421"] There is also a HitPoints Stat I haven't tried it myself though. The only reference I can find is in this file, EXP1_MercenaryComponentDefs.xml Its part of a trigger. OnFinishBattleVictory Ship&l
Anybody? PShaw?
[quote who="ForesterSOF" reply="3" id="3665367"] I went from 56 to 49 with 2 starbases. [/quote] Huh?? - Never experienced that ... anybody else?
? - every starbase uses exactly one admin, no matter how many modules it contains.
I modded the military ring like that: HitPointsCap Starbase Flat
Another idea: make administators not a fixed number, but give players a starting number according to galaxy size like now, but let new administrators appear over time by chance, setting the probability to raw production / x % per planet with x = 20 or another plausible factor. Tech then doesn't influence administator count, but lowers that factor, increasing administrator generation chance. Introduce an improvement called "Administrator Academy" that gives a bonus to administrator
[quote who="FlashXAron" reply="8" id="3665143"] So does anyone know, where in the game files that value could be reduced, would be nice ! [/quote] in MapSizeDefs.xml
1. Show ship damage directly in the ship/fleet window at the lower left. Right now you have to hover with the mouse over every single ship of a fleet to see which one is damaged and how much ... 2. I would find it very nice if ships in nebulae could not be so easily spotted by sensors than when in free space. That would make it possible to lay ambushes in nebulae. It would also be nice if you could not only set nebula frequency, but also nebula size in the galaxy setup window.
[quote who="GalCivius" reply="9" id="3664888"] FWIW it did not happen so far to me after the most recent update (today). I have not played lotsa turns yet, but so far it's looking good. [/quote] I took my last save from yesterday and could also play beyond the point where it stuck (a few turns as yet).
Yesterday my 2.0 game stopped also during turn change at "unknown player 2" (insane, gifted, 10 AIs, some steam workshop factions, some privately modded files). I read at the steam forums that the devs found a solution for the stuck turn bug, so I don't know whether providing a save is still needed ...
[quote who="DivineWrath" reply="82" id="3664864"] I don't like the idea of administrators limiting the number of starbases you can build. I may not have played this game as much as others, but my experience has shown me that spamming constructors and starbases is a good way to fall behind on military ship construction. Shouldn't this and starbase maintenance be factors that limit how many starbases you build? [/quote] Only in early game according to my experience. La
Looks to me like we would need a game setting for starting administrators to directly set the desired number for the personal play style within a certain range.
Make wide empires more difficult to handle: - Tie all production directly to population approval (100% approval = 100% production, 50% approval = 50% production, you get it), make it much harder to get max approval via approval buildings. - Make approval dependent on the availablilty of certain goods (other games have the concept of "luxury goods", but how it's called is not important). E. g. no special goods available -> 50% approval cap no matter what approval buildin
On another note: it would be nice when you could specify fixed exit coordinates for a wormhole or a fixed direction and distance in which the wormhole sends a fleet.
[quote who="pshaw" reply="10" id="3664259"] There are two changes in the current GC3 opt-in that lend themselves to a taller game: Starbases can be packed closer together Your starting world's raw production is much higher. The combination of which lends itself to a potentially powerful homeworld. In my latest game, I w
The problem is that with the current system a planet is maxed out pretty fast (all tiles covered with buildings, all buildings have max level). Then you cannot do anymore with the planet apart from surrounding it with starbases to further enhance its productivity. So the solution would be to have a system in which you can develop a planet further and further and get the resources for that out of itself and/or by redirecting them from smaller planets or asteroid mines or resource mines
[quote who="tilyas89" reply="56" id="3664050"] I do love AI updates and new features. However, I'm not finding the motivation play many games anymore. Its the damn end game mop up phase that always looms over my head. At a certain point I just start snowballing and would like to see some endgame challenges such as remaining empires banding together against greater threats, be they you or whoever is in first. Stardock's the only ppl I trust with AI but if late game doesn't bec
Has TileAreaDefs.xml something to do with that? And what is the meaning of the contents (Layout tag)? I changed the Layout of SimpleNebulaMedium1 by arbitrarily replacing 0s with 1s, but I cannot see any effect. Edit: typo Edit 2: Ok, it has something to do with nebula size. The Layout somehow determines the appearance of the nebula, and the width and height determine how many tiles of the map are to be filled with the numbers from the Layout, counting from the lower left edge