[quote who="Island Dog" reply="3" id="3742781"] Not having any issues here. Please try again. [/quote] Tried again. Failed again.
Quaternus
[quote who="Island Dog" reply="1" id="3742683"] Try downloading from your account: https://store.stardock.com/myaccount/products [/quote] HTTP Error 400. The request URL is invalid.
I went for 8+ years without playing, then found that there was one more update. How do I go from v2.03 to v2.04? The updater seems not to work after all these years.
http://memory-alpha.org/wiki/Bajoran_lightship
I wonder what AIs 6 and 9 do? Odd that 5, 7, 8, 10 and 11 would be used but not 6 or 9.
It might be best to have the techtrees be more like orchards, having more techs with no prerequisites.
I have a custom race that gets a Super Project that gives one planet enough morale to have 100B. You have to ship them in manually near the end though as the planet class growth cap is reached. They also have the Super Breeder ability and an inherent +30 to population growth to help this along. Basically they are supposed to be played with a Zerg Rush strategy. This gets a lot easier, however, if they get a tech from another custom race I have that has a Super Project that grants +20 PQ to on
I'll add here that I discovered the absolute maximum population for a single planet. It is 100 billion.
Korath can do fine on AI 7, especially if you give spore weapons a higher AI value. Others need a different personality.
I know this, and I have made it work. I am just wondering if the AI will go for it. They seem not to care about upgrading them too much.
I have ready orange, blue and violet icons for all the extreme world types. The idea is as follows: Red=Uninhabitable Orange=25% production Yellow=50% production Green=75% production Blue=100% production Violet=125% production At violet level, an extreme planet would have a 25% productivity bonus compared to a normal planet. This will require hardcoding but shouldn't be too difficult to implement. Help me here Stardock! I'm willing to bo
I think I need to ask Stardock about helping them work on the source code. Most of what I want to do will require hardcode tweaking of some kind, and they don't seem to be doing very much.
Is it possible to have more government types? I would like to mod in Feudal, Star Monarchy, Star Collective, Star Theocracy, Star Confederacy, and Star Plutocracy. Different races would have access to different government types.
Something else of note: The race-specific techs at the beginning that cost 0 or 10 to research don't seem to appear at all if you don't pick them at the start. It may be worth making all future techs depend on having those base techs.
I think one per planet buildings can. I'll have to look into this more. If this limitation is present then it is a bug in need of fixing.
Sounds good. I was also thinking of having a custom race get crap ship parts but then get crazy weapon/defense bonuses to make up for it. I wonder if any stock race should work this way?
I had no idea it was this bad. This would be a good mod, just to put out a group of fixed techtrees.
Or, they should get the shield technologies with less research time than others. Perhaps they should get a ship-sized version of the Arnorian planet shield in the end. I think Iconians and Thalans should have different techs though, with the Iconian defenses referring to Precursor technology and Thalan defenses referring to extra dimensions. Also, 200 pc/wk would be Warp 9.99999573. The formula is (lightspeed)^0.3 before Warp 9 and 10-(1516/lightspeed)^3.9751575164772 after Warp 9. Wa
A side note on the speeds in this game: If the pc/wk figures are to be believed, let us remember that 1 parsec/week=3.26 light years/week=170 ly/yr=170 c. In Star Trek TNG terms, this is Warp 4.67 for the SLOWEST ships in this game. If we go faster, we have this: Speed (pc/wk)</td
I was thinking of giving the Arceans a few levels of Solar Sails which would be large and slow but cheap. Then they get up to hyperdrive, ion drive and impulse but no warp drive. The Yor can have stellar stream drives that no other race gets because they can't stand the conditions inside the streams. I intend to have an Ion Drive II between Ion Drive and Impulse Drive. Also the Ion Drive tech will give Speed +10 like Impulse Drive does. As far as the speed bonus, I hav
I have decided that we need a defense/engine mod. The objective is to give the ship defenses and engines the same variety between races that the ship weapons have. I need suggestions for technologies that might be used by various races. I also need modelers to create some new ship parts to go along with these concepts. I have milkshape but I'm not very good with it. I believe the first step is to reduce the stupidly large engine sizes of TA 2.03 to what they were before.
Has anyone played with having more levels of mining bases? I am wondering if the AI will upgrade all the way if there are 10 levels of asteroid bases instead of 4. Space Mining IV and Neutral Mining are new techs I have modded in, with Neutral Mining only available for Neutral ethical alignment. My idea is to have the requirements as follows: <col w
This doesn't work. I tried to give a minor race a custom star system. It ignores the customplanets.xml and makes a random system named after the full empire name of the minor race. This is a bug that needs fixing.
Another one will come by this weekend. I may need to reinstall first as I messed up some things.
The was a precursor race in Star trek called Iconians but they were extinct for 200,000 years. Drath=Gorn Thalan=Tholian Korx=Ferengi or Orion Korath=Elite Klingon warriors Altarian=ISC Krynn=?