[quote who="Maiden666" reply="852" id="3512727"] Hmmm I fear I forgot some stuff , we should really begin to make a list with all issues we cannot resolve by xml manipulation [/quote] Done. Linke to Google Doc. https://docs.google.com/document/d/1vnoWVMjeMr3mLVjyUXD7slqV-z8KEK9pexNxtF68_8o/edit?usp=sharing Marvin, could you put a link to this docu
MabusAltarn
[quote who="SilasOfBorg" reply="847" id="3512679"] @Mabus: I think we had a slight misunderstanding regarding the Psionic stuff, or maybe you just changed your mind. Because of their size, if you set the damage to the next tier you make them obsolete after three techs. However, you went two tiers up, which makes them obsolete after *six* techs. Was that intentional? [/quote] This is gett
[quote who="OShee" reply="844" id="3512668"] "We are different from other species in how we govern ourselves. We believe every individual is equal to another regardless of birth, social standing, wealth or intellect." [/quote] Fun fact. It was the first sentence in InterGov in my first draft. Egalitarian Principles Other civilization's stress change, growth and a need to rise above one
New link Full link: https://www.dropbox.com/s/ho8k01pv24oxybv/Community%20Update%20V5%20-%20Beta%202A.zip?dl=0 Also fixed the old link. Keep in mind you can grab every version I've posted from the File Archive. [quote who="OShee" reply="844" id="
I've written some descriptions for the Iconian government techs. From their other tech descriptions it was learned they don't really have an economy but a functional form of communism. As such, their government focus is communal. Someone (I think it was OShea) remarked the Iconians didn't get any morale bonus from their techs. After writing these descriptions I releazed a small morale bonus would fit perfectly. Here they are: <b
[quote who="tjjohnson1771" reply="838" id="3512635"] I am reducing difficulty to painful and starting a new game with am immense galaxy, 9 minors, 9 opponents and a new custom race. I will give a more detailed and precise description of this new game soon. [/quote] Fantastic. Thank you for doing this.
CU V5 Beta 2A Weapon changes are significant enough to warrant Beta 2. Changes: Ioncannons cost 30 Psionic Beam is equal to Phasors 1 but more expensive Psionic Missile is equal to Photon Torpedo I but more expensive Psionic Shredder is equal to Graviton Driver I but more expensive Renamed all Psyonic ID/Tech's to P
[quote who="SilasOfBorg" reply="833" id="3512584"] The change we're looking for is simple and straightforward, and good in almost all cases. Lets keep it to that for now. [/quote] Agreed. They need to colonize. No fancy business is needed. The same is true for AIP10's planetary management. If they manage their planets like AIP8 or 7 they'll be fine. [quote who="OShee" reply="834" id="3512585"] By "sometimes" I m
[quote who="OShee" reply="832" id="3512579"] EDIT: Only thing going different for them is no Food Bonus on Hyperion Matrix, and they researched into economy techs and built those Banking Centers. So I guess they don't need +economy after all - they do more then fine. But Thalan even in vanilla were OP. and they are from the future, so it "fits". I need to test Terran, Arcean, Drengi, Krynn and Korx - so far they seem under-performing in my games, except for Terrans who colonize like
[quote who="SilasOfBorg" reply="828" id="3512514"] I think there's lots of systems out there that *could* work, and some might even be more interesting than Guanathor's. That said, I really like how everything fits together right now and my gut reaction is to leave it alone, past the few changes I've already suggested. Playing around with component sizes is tricky, at best. [/quote] Agreed. The Psi
[quote who="Frogboy" reply="830" id="3512549"] Greetings! Just wanted to check in and see how things are going. There was talk that a code change was needed? I have asked for a VM to be made so that I can compile it though it would not be a pleasant task (you have to run on Windows XP to get it to compile). But if necessary I'll try to do so if the SD team has the VM ready for me. But otherwise, where do things stand? Thanks!<br
@Silas Thanks for the indepth report. Very usefull stuff in there and I'm not going to second guess anything and justt update the costs to what you suggested. I'll see about the psionic weapons. I'd like to add I was planning on making them exactly the same as the weapon three techs again + extra cost. @Maiden Thanks again for spotting a mistake in the abilities. I'll fix it. My mind's to fried from work to fully appreciate the explanation o
[quote who="SilasOfBorg" reply="819" id="3512477"] And now.. I am going to dive back into GC2Types and make a spreadsheet of all the weapons. I intend to examine cost/size, cost/power, power/size, and maybe work in tech points too. I don't care that we have a perfectly "smooth" progression but it might be good to iron out really bad spikes if there are any. [/quote] Are you experienced with Google Docs? I've got a
[quote who="OShee" reply="814" id="3512399"] Solution 1: cut +75 food bonus from Hyperion Matrix 2: buff Temporal Entertainment Matrix to +150 Morale (but what if they built it on other planet then their homeworld?) 3: bit of both: Hyperion to +25 food (down from 75) and Temporal Ent Mat to +75 morale (up from 50). Any of those easy fixes will sort them out. If any changes to this will be made, I want to test them further. Maybe they need eco bonus after
[quote who="Maiden666" reply="809" id="3512366"] Mabus, I'm afraid there's still some typos: [/quote] Fixed both. [quote who="Maiden666" reply="810" id="3512369"] In AbilityBonuses.xml the costs for additional TradeRoutes uses still the old values: [/quote] Damn. Fixed as well. They're 10/20/30 Fixes are in 1G available from the file archive. [quote who="SilasOfBorg" reply="811"
[quote who="Maiden666" reply="807" id="3512356"] I think they were left on their AIP so that they wouldn't pursue this but instead they should have researched spore weapons. [/quote] Oh, they do. Believe me. [quote who="SilasOfBorg" reply="808" id="3512358"] I had tech trading off and tech stealing off. Not that that should even matter with those techs, because they're untradable and unstealable. [/quote] Probably a bug
Beta 1G is live. Hatcling Mound is fixed. Hopefully the AI will go a little slower when researching Military Starbase tech. Saurian Cunning moved to War Profiteering. Available from the File Archive and direct link. Enjoy.
Hey Maiden, welcome back. [quote who="Maiden666" reply="804" id="3512341"] What's the tech "Hatchling Mound" supposed to do? It says "Allows construction of a Hatchling Mount [sic]" but it actually doesn't give an improvement. [/quote] The Hatchling Mound is the Drath version of a temple. It should give a structure. I can't believe that stupid tech is still broken. I'll fix it ASAP. @Silas Thanks again for your indept
[quote who="DARCA1213" reply="800" id="3512273"] Lol I want to see my name in the credits soon! [/quote] You are in the credits. Scroll down. [quote who="DARCA1213" reply="800" id="3512273"] What been going on, had internet trouble seeing this forum specifically. :/ [/quote] We're at the tweak/polish/play test cycle and enjoying the fruits of our labour. When stuff pops up, we address it. Go grab the mod and give it a
[quote who="tjjohnson1771" reply="799" id="3512261"] Can we not use custom races in this mod? After I clear a custom race it says I have 15 points to spend on abilities, but they all cost normal prices (like 50 points plus). Is this as intended? Any clarification would be appreciated. Thanks. [/quote] No that needs to be 150. Thanks for reporting this I'll fix this immediately. I've uploaded a new version (V5 Beta 1F) to the <a href="https://www.dropbox
[quote who="OShee" reply="797" id="3512177"] Krynn never had Majesty and Total Majesty techs, which should max out their Diplo at 185. It made me realise I made a mistake in my sheet adding up their Diplomacy as well :> Unless you added those techs to them just now. [/quote] No I didn't. Hmm... that really does put the Drath a bit over the top. I'll have to look into that. Perhaps it's better to remove Majesty and Total Majesty from the Drath techtree. Th
Continuation of yesterday's game. After a long drawn out confict with the Drengin the Terrans (who went evil) declared war on me. Luckily I had just researched Frigates but I had to push military to 100% to survive. My frigates were a match for the terran fleets and I managed to conquer a few worlds. As I did so I noticed the Terrans were sending a lot of fire power north. To the Snathi. Apparenty they really had their minds set on conque
Version V5 : Beta 1E. Available from the File Archive. Use the link at the top. Changes: Yor get a -30 diplo penalty. Diplo on their government's is restored. Korath get a -30 diplo penalty. Diplomatic Relations gives them 10 instead of 5 diplomacy Drengin: Same as Korath. Adjusted Yor description to Weak Diplomacy instead of Weak Culture. Optimized AIP8 research by slowing their progression into top tier industrial and research tech (discri
I'd like your opinions on this one. In the next version I've made some small changes to the Terrans, Drath and Krynn Changes are: Industrial Sector: Category to Research Invention Matrix: Category to Research Anti-Matter Power Plant: Category to Research Discovery Sphere: Category to Research This prevents the AI from diving headlong into these incredibly expensive technologies. The result is a more varied research like: L
[quote who="OShee" reply="791" id="3512113"] I would totally watch that lol! Battlestar Galactica from Cylons point of view. Mind blown [/quote] /random "Yor sitcom: Tonight on the good, the bad and the cybernetic. Will N-13-A's recover from its coma or will they unplug him" "Yor commercial: Recycle now! Just imagine your life as a can opener!" "Yor commercial: Try now! Anti-rust shaving cream!" Yor talk show: N-232