lyssailcor

lyssailcor

Joined Member # 926429
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One addition: if you play with a mod like Gauntlet's Race Mod you have to put the YourNewBlueprintInternalName lines also in his xxxShipStyleDefs.xml files or compile those files into your own FactionShipStyleDefs.xml file (and then delete the other files, since I don't know in which order mods are read).

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[quote who="laws2150" reply="7" id="3699421"] Quoting lyssailcor, reply 6 I did try it again like you described, even with a static blueprint and by putting the original files in the mod folder and altering them there, but still to no avail ... [e digicons]:([/e] If I use "spawnbp "

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[quote who="laws2150" reply="5" id="3699371"] I don't think you need ShipStyleSet for simply awarding a ship. Those files are compressed. GRM uses a xxx_FactionShipStyleSetDefs.xml and xxx_ ShipClassDefs.xml for each style. They're just in the Mod -> Games folder. However: New in ShipBlueprintDefs.xml New in ShipClassDefs.xml. Be su

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[quote who="laws2150" reply="3" id="3699310"] Quoting lyssailcor, reply 2 I did even put an entry for my new blueprints in ShipClassDefs.xml (although not the name of the class, but the name of the blueprint is used by AwardShipOfClass), but it didn't help. Anomalies award ships that are inclu

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[quote who="laws2150" reply="1" id="3699282"] Doesn't each blueprint have to correspond to an entry in ShipClassDefs.xml? But in general, awarding things seems to be finicky. [/quote] I did even put an entry for my new blueprints in ShipClassDefs.xml (although not the name of the class, but the name of the blueprint is used by AwardShipOfClass), but it didn't help.

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Thanks for the insight about ship movement and turn times because of path finding. To counter that I see other possibilities other than nerfing max moves per turn (although that will make still other people mad ...): - Reduce the number of ships by making ships more expensive (perhaps adjusted to map size, so that the cost is higher on larger maps because the games are longer and the player has more time to wait). - Reduce base speed of ships generally to 1. Make it so that on

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I'm trying to create an anomaly that awards a new type of ship to the player. For that I created the anomaly in my mod folder in a privately named anomaly file. Then I created another privately named file with the structure of "ShipBlueprintDefs.xml". But whatever I put in there, it is apparently not recognized, even if I take the body of an existing blueprint and put it in my definition so that only the name differs. Whenever my survey ships hit my new anomaly nothing gets awarded. If I awar

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Crusade or base game? Remember that with 2.7 Crusade also reads the base game mod folder so that has to be emptied if there are old, incompatible mods present.

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In every game it's another resource that I'm missing ;) So as suggested elsewhere some kind of black market to trade for resources would be great. Apart from that you can always try to trade with the other races to gain resources you need.

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I have no problems with the AI not trying to trade with me, dependent on the race I play I get trade offers more often or more seldom, but I get them. Apart from that your trade ideas are good and were partly mentioned by others in the past already, so you are not the only one with wishes in that area ;)

3 Replies 9,176 Views

[quote who="iRedEarth" reply="3" id="3698881"] Regarding ship design, I think the AI should just cheat. Like just let them know what weapons their main enemy is using so it can pick defenses easily. [/quote] I'm against a cheating AI if it's possible to achieve the same effect by letting the AI use the game mechanics properly.

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Ok, I tried both variants now: - Building the tree with a specialization tech that has two options so that one branch has choice 1 as prerequisite and the other branch has choice 2 as prerequisite - Building the tree with a specialization tech that has two options and specifying both choices as prerequisites like all other techs following specializations do, but then precluding choice 2 for branch 1 and choice 1 for branch2 Both ways don't work :( @Devs: is the

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I would like to see a shipyard mission to ship resources from one planet to another to help building stuff. It could be called something like "Resource transport" and on arrival at its destination it would then contribute like 80% of its resource cost to the social production of the planet (the remaining 20% were needed to build and fuel the transport ships). The same could go for a second mission type to provide military production. That would make empires possible where you only hav

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Ok, I never looked in this file before. I looked at the entries there now, but from the names and values of these I am not able to deduce what the exact meaning is. So either a developer provides some info about them (slim chance I fear, in the past they very seldom answered specific xml questions as far as I know) or you have to just experiment and see what happens ...

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Here are my usual settings for a ludicrous, random map: With that my last galaxy (turn 247, 23 colonies, still a lot of planets left to colonize) looks like that: <img src="https://steamuserimages-a.akamaihd.net/ugc/918037008782448385/5E384D23542BC680ABF1C4797DA9FDF4C44B8A70/" alt="Galaxy Overview" width=

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[quote who="Kazadum9" reply="4" id="3698436"] I did make a mod to it that kept it making transports, every time a colony was founded I have it make a legion, certain buildings produce legions, temple of valor I have producing 10 legions and 10 garrisons. My logic is every colony would contribute legions to the empire the cost is now there is a reduction of growth and one time fee to colonize but I have the computer invading the sh*t out of me now. The ai has enough legions to wage war an

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I never heard of such an xml, I fear that is hardcoded in the AI logic (but I would like to be proven wrong here). Perhaps it would help to send Frogboy a save where such a fleet is hovering on your planet doing nothing, perhaps he can then do something about it.

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[quote who="Publius of NV" reply="35" id="3698340"] Quoting lyssailcor, reply 34 But those techs are quite limited as of now ... what doesn't mean that new techs for raising the cap could not be added to this branch. Something like being able to excavate land tiles once (or more often) to build subteranean cities, or indee

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[quote who="Publius of NV" reply="33" id="3698333"] There already are techs and improvements to raise the cap. They're call the terraforming techs and improvements. [/quote] But those techs are quite limited as of now ... what doesn't mean that new techs for raising the cap could not be added to this branch. Something like being able to excavate land tiles once (or more often) to build subteranean cities, or indeed an arcology building that is in fact a giant cit

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My current 2.7 game (the only one as of yet) has no such problems. But the map generation algorithm seems to be very randomized (no problem with me, I like some degree of randomness ;)). In former games I had wildly different numbers of habitable planets with always the same settings. I play only ludicrous though, so I cannot speak for other galaxy sizes.

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