Hey, nice trick with the custom wire default face, yellowed up and a DNA symbol on the side! Dunno if MrKorx still wants to change his previous Asa portraits for a new one, since i've tried already with some German mythology inspired images last week & he decided to keep the dark-cyan_holding_staff kinda robotic buddy!
About that 7th. 'Sol' method to give Terran a special Star... i can't, for the life of me, find the sol.png
file anywhere (incl. in the properly referenced folder DL\GFX\Planets nor the GFX\Stars where the default _xxx??xxxstars.xml are).
Is it me or was that file deleted somehow by any SDC install process?
It certainly looks as though the random maps get created with a _YellowStar.xml texture. Thus, the StarTypes.xml may not get validated as it should.
Btw, anyone noticed that the 0..6 star colors are scrambled up in the Map Editor? Cuz, as soon as you load up a custom map in the game engine, this is what i get;
White (0) = White
Blue (1) = Green
Red (2) = Yellow
Orange (3) = Red
Yellow (4) = Orange
Green (5) = Purple
Purple (6) = Blue
I hope this is a bug to be corrected or explained by staff... since it DOES matter that a custom map (final & distributed into our Mods) with a true Purple Star implies a high PQ planet nearby. While the current map editing flaw would show it wrongfully Blue in games!
Besides i want to show my *Evilish* races with some Red Stars and not Yellows! And, the Peacefuls as Blue but certainly NOT Green since that one would also be perfect for another idea.
Arrrrrgh, that Map editor needs a fix - fast.
Ya know, after some thorough & solid testings... your tech-tree seems to be reacting exactly as expected. I found it be a little confusing, but that's okay, since in fact the basic idea behind this TA feature **is** to provide highly variable context and different situations to handle.
I'd say the Asa becomes almost invincible once their highest special modules_components & weapons comes into play.
Great stuff, anyway.
It's back to modding X-Worlds & CoSH, in my case for now.