Quaternus

Quaternus

Joined Member # 2438171
44 Posts 136 Replies 625 Reputation

I have noticed that on a random map the game never includes any planets of class 1-3. Everything is either class 0 or 4+. Can this be fixed?

2 Replies 2,820 Views
Reply to UP Issues in Modding

I assume bombardment units would be used to destroy enemy planetary improvements from orbit without putting "boots on the ground" and trying to occupy the enemy planet. I see the Bombard ability in English.str but I assume it isn't working. I hope they enable that one. If I could only choose one tag to enable it would either be Bombard or Dock Ships, and I think Carriers would just be a pain to get the AI to use properly.

6 Replies 10,180 Views
Reply to Resource Types in Modding

I just tested adding a new resource with ID=6. Everything works as it should (i.e. the game does not crash) but the new resource does not boost any stats.

1 Replies 2,623 Views

Has anyone tried adding new ones? The five we have are Influence, Military (Weapons and Defense), Economy, Morale, and Research. I would like to make new ones for Population Growth, Social and Military Production, Hit Points and Repair, Luck and Creativity, and Miniaturization.

1 Replies 2,623 Views

Here are the attributes for the UP issues and what they do. I am hoping someone can help with the ones I list as UNKNOWN. 0: UNKNOWN 1: Do we want to add trade routes? 2: Do we disallow exploring anomalies in someone else's territory? 3: Do we want taxes on warmongers? 4: Do we want taxes for planets in someone else's territory? 5: Do we add weapons to colony/troop transports? 6: There is a Galactic Olympiad. Who hosts it? 7: Do

6 Replies 10,180 Views

The bug here is just that there needs to be a Race Eliminated message for the event of an entire race becoming part of a new galactic movement.

2 Replies 2,526 Views

I figured out how to modify the appearance of starbases. The problem is that I created 10 levels of development instead of the default 5, so for example my ShipCfg files go from CultureStarbase0 to CultureStarbase9, when the stock game stops at CultureStarbase4. 5 through 9 won't show up. Any ideas on how to fix this?

1 Replies 4,811 Views

I wish we could get past this arbitrary headcount limit. I know the game will run slower with 12 or even 16 opponents (if I put my custom races in too), but it would be worth it on an Immense map.

2 Replies 3,034 Views

I have some new info about this. Apparently it primarily depends on weapons and defenses. I modded my Terror Stars to have 1000 beam attack and all other attacks and defenses at 20. The resulting monster required 1352500 crew to operate. The formula for starbases is as follows: Crew = 1500 + 1250*(total attack before bonuses are applied) + 850*(total defense before bonuses are applied)

7 Replies 5,228 Views

Hopefully they will fix the flaws in these AIs...

14 Replies 19,470 Views

You have to create new types of AI ships for the AI to use new hulls. Look at the files for the existing ones and you can see how to make additional ones. But as for the crew, it may be based on how much room is on a hull. I think they may have broken it in 2.03 though as all the ships I am seeing have 2 crew and sizes in the hundreds of meters. Only starbases are showing thousands of crew. Unless I broke it somehow...

7 Replies 5,228 Views

These are the values I use for the different hulls: Hull Type Size Base Speed Cost Sensor Range HP Logistics

7 Replies 5,228 Views

Do you know anything about AIs 0, 1, 2, 4, 6, 9, or anything 12 or higher?

14 Replies 19,470 Views

I just wonder how big the crew will be when I make Gigantic or Immense ships that I modded in. I hope someone can tell me how these are calculated.

7 Replies 5,228 Views

I hope so, I really want to have these in-game. But now that I think about it, arbitrary values would be nice to have as well.

4 Replies 7,316 Views

What does everyone know about the AI personalities? It seems that evil races use 7, others use 8, 10 or 11, minors use 5 (retard mode), and the Dreadlords use 3. Do other numbers work? What do these do?

14 Replies 19,470 Views

You have to create new types of ships for the AI that use the new hulls. I haven't done this yet for my current setup, but I have had it to work a long time ago. I have the Gigantic and Immense hulls being unlocked by new techs that come after Huge Scale Building, and the Support hulls are unlocked by Planetary Invasion. (Basically a Support hull is a Cargo hull with more room.) I used the Cargo models for Support, the Huge models for Gigantic and Immense, and the Large models for Huge. These

8 Replies 43,634 Views

I tried creating more colony and troop modules but they don't function properly in-game. I'll post the code here so people can tell me if I did something wrong. I dummied out the new ones for now (since they aren't working) by giving them ImpossibleTech as a requirement. Colony Module Each

4 Replies 7,316 Views

Does anyone know how the ship length and width and crew size are calculated? Some of them seem rather implausible and I want to fix them.

7 Replies 5,228 Views

TA is the only one I use now, so that would be fine. Hardcoded doesn't bother me too much; I just don't want to get into the .exe until they decide to stop supporting the game because redoing everything every time a patch comes out is very bothersome.

2 Replies 2,553 Views

I decided to make it equal my Immense size ships. Since the map sizes match the hull sizes, I decided to make Gigantic and Immense hulls which are larger, stronger and costlier than Huge hulls.

8 Replies 43,634 Views