bull55

bull55

Joined Member # 2457830
2 Posts 2 Replies 137 Reputation

And why not here? Becuase that's not how the problem in question needs to be fixed. The original post wasnt made to discuss anything,although everyone was and is still more than welcome to do so. I asked for advice to change the game to fit my vision( aka to mod it and make it "better",the word better here is strictly relative and

20 Replies 8,585 Views

bah the forum ate my 1st reply,anyways here are the magic words: " (PlacementLimit)2(/PlacementLimit) " (reformated tags due to forums grrrr...) This little jewel inserted into planetimprovements.xml at the embassy and its upgrade "cultural exchange" is capping the embassies at 2 per planet. I also cut in half all influence from buildings/projects/star bases and replaced some of it with a bit of additional income to compen

20 Replies 8,585 Views

The effect of influence is simply too big in CG2 imo, often times an entire AI-controlled planet is full of embassie.This is killing the feel of the game for me. No wonder the AI is uncapable of upgrading its planets as it's probably constantly destroying its infrastructure to build influence buildings. I would like to make influence basically non-existent in my games or at least nerf it to where it is barelly significanr,what would be the best approach?

20 Replies 8,585 Views

Class zero planets bug me,i like to get rid on them. I tried changing the values of all class zero planets in CustumPlanet.xml and this work for home base planets of all races but not for the rest of the galaxy.Also i played with PlanetDescription.xml but that didnt help somehow these worthless planets are still being generated in my new games.

0 Replies 2,180 Views