[quote who="Maiden666" reply="1085" id="3516582"] I'm afraid this is both not true. [/quote] Pity we didn't learn of this earlier or we could have done something about it. Multiple upgrade targets aren't officially supported nor are improvements that share a name. I never touched Gaunathor's edits on purpose because he tested them himself and there didn't seem to be any issues with them. Basically the AI's behavior is at fault here, not the CU
MabusAltarn
Glad to hear it.
[quote who="abelisari" reply="1081" id="3516553"] Hi, as far as you know, is this mod compatible with the high resolution mod by Logicsequence? I would like to check the graphic mod, but I wouldn't if that means disabling CU mod. I just started the DL campaign using this mod, and I'm enjoying it. [/quote] The HRM by Logicsequence is compatible with the CU except for one minor detail. A RaceConfig.XML file is included. Do
I did a quick test to see if you Yor would build Xeno Factories in favor of their own Collectives if their collectives were at a stage where they produced more MP. Test 1: Picked Terrans as race Picked Yor as opponent Ensured the Yor had level 1 collectives (7 mp) Gave the Yor Xeno Industrial Theory (Factory, 6 mp) Skipped ahead a year by hitting turn. Check Yor worlds. Not a single Xeno Factory was build.
[quote who="Bamdorf" reply="1076" id="3516400"] A very minor cosmetic bug. In the abilities screen, when selecting "speed", if you click speed +1, the display on the left shows speed +11, not +20. It shows correctly as speed +20 on the right. (or it should the other way round, speed+1 and speed+2, but they should agree) [/quote] Hey Bamdorf. Yes we're familiar with this one and it's pretty confusing. Fortunately +speed does work as intend
[quote who="leiavoia" reply="1071" id="3516303"] If resources are abundant, then stacked-up mining bonuses can certainly be overpowering. But in a resource-poor galaxy, it can be just the edge the player needs. The player will probably not have access to more than a single resource in that situation. Anything helps. [/quote] It's not resources star-bases, its production modules that get out of control. If you manage to acquire all of them you can put 4 star-bases each gi
[quote who="Domiel" reply="1072" id="3516377"] 1-Im sure this has been asked before but couldn't find it in any of the stickies. How do you actually install this? I just copy pasted the folders and let them overwrite the directories, was this correct? [/quote] Uhh.... no. You just copied over your base game files. It will work but that's not needed. Watch this video. It explains everything you need to know. [video]http://youtu.be/enHTgcjxH
Found a bug with AIP10. It researches two weapon lines at the beginning before giving up on one and commiting. This is wasteful. Added to "Issues" document. I'm calling it a night. Enjoy V5.7.0. I'll be back tomorrow.
[quote who="leiavoia" reply="1065" id="3516288"] It took me a while to figure out the mining starbase module issue. I'm sure other players might experience this as well. Is there a way to make these techs untradeable to non-generic-tech civs or otherwise hide them? [/quote] Of course. I could make any of them untradable but if you are playing a "standard" race getting a better factory tech through techtrade will be off the table. [quote who
Version: 5.7.0 Link : https://www.dropbox.com/s/crnh2cvmra9fgop/Community%20Update%20V5.7.0.zip?dl=0 This update REQUIRES the new EXE file. Remove RACECONFIGXML files for Torians/Iconians. Link to new EXE in file archive: https://www.dropbox.com/s/4ke9ll9k0dkr9b0/GC2TwilightOfThe
[quote who="leiavoia" reply="1061" id="3516257"] Here is the button alignment thing i mentioned earlier. It's a trivial issue, but the buttons in the box are supposed to have some whitespace around them i believe. It does not affect game play and no one would notice but me. [/quote] I'll redo this screen from the start.
[quote who="leiavoia" reply="1060" id="3516256"] 5.6.7 Technology bug: If i play as the Yor and i trade for technologies Xeno Industrial, Xeno Factory Construction, or Manufacturing Centers, i do NOT get access to the associated starbase modules: Advanced Starbase Factory Mining HQ Massive Scaling Center Resource Excavation Interstellar Collectors Extraction Centers The techs all show up in my tree after trading for them, but when i upg
AIP7 colonizes, AIP10 manages it's planets. AIP8 researches research and seems very different. All confirmed and work. I updated the Issues we cannot work around document with the current status of fixes. I did a few quick tests as well. My first impression of the Torians and Iconians on AIP10 is very positive. They seem to do much better than on AIP11. AIP8's reseach is a bit more like AIP11 now and i
Changes: (not tested) Fixed colonization bug that affected Drengin, Yor and Korath Torian and Iconian colony management improved so that they keep building improvements. Terran, Thalan, Drath and Krynn tech research improved Drengin will no longer build ships without weapons (this was actually done intentionally so that planets couldn't simply be invaded but I've made it so that the Drengin are too proud to have a defenseless defender)
Wrapping up... This will be the last week where I implement changes and suggestion. Sunday will be the last day of CU development. No product is flawless but the CU's been tested over and over and over again and again and again. If there's mistakes left they are bloody difficult to find. AI performance is good if not great. At crippling I have to pull out all the stops just to keep up. I shudder to think what masochistic is like, let alone suicide. Regards,
[quote who="mbrash5" reply="1045" id="3515964"] What do you mean by "clear each race"? [/quote] The game stores race abilities and starting technologies in separate files located in My Games\GC2TwilightArnor\. These files end with .RACECONFIGXML. The problem is the game will load RACECONFIGXML files and use the data in there to setup a race. So if, for example, we give the Terrans a +20% research bonus and you are using an old RACECONFIGXML file you will not see that
Minor update: V5.6.9 Link: https://www.dropbox.com/s/f36nfpna7hzmvp9/Community%20Update%20V5.6.9.zip?dl=0 ============= V5.6.9 ============= Shortend Yor Xeno Biology description Removed numbers from political parties descriptions. Tab: Political party selection. Now displays 5 bonuses. Updated Campaign scenarios Updated ToA scenarios <
[quote who="Maiden666" reply="1041" id="3515795"] Tiny cosmetic issue: The last 2 political parties show only 4 bonuses although they have 5. Is there a way to make that box 1 line bigger? [/quote] Fixed in next release. [quote who="leiavoia" reply="1040" id="3515793"] The save dialog on the ship editor still has weirdly aligned buttons at the bottom. [/quote] Could you post a screenshot and point out what you mean?
[quote who="leiavoia" reply="1040" id="3515793"] On race selection screen when picking a political party, the Technologist's description mentions +2 sensors but the bullet item says +1. Recommend removing "+2" from the description to keep it generic. [/quote] Fixed in next release. I'm removed all numbers from the political party description. [quote who="leiavoia" reply="1040" id="3515793"] "Advanced Population Acceleration" never fits in the conta
Good morning everyone. Here's a minor update. Version 5.6.8 Link: https://www.dropbox.com/s/19vb6vn2zcefefq/Community%20Update%20V5.6.8.zip?dl=0 Internal testing showed the Drath didn't grab their morale and the Thalan actually didn't do so well either. This update fixes that. ============= V5.6.9 ============= Look at the stars... see i
[quote who="leiavoia" reply="1036" id="3515714"] I think this is actually acceptable. If they bomb out, they become a snack for the hungrier civs (Someone has to go first). If they succeed, they quickly become difficult to handle. Not knowing which way they will go makes the game a bit more interesting. [/quote] Agreed.
@Silas. There were runt and there were grunts. Seems acceptable :). PI is tricky. Best the AI grab it early.
Version 5.6.7 Link: https://www.dropbox.com/s/ezo8m8e5iqwd3or/Community%20Update%20V5.6.7.zip?dl=0 Minor update that corrects a few small problems with research which surfaced in 5.6.5. (V5.6.6 was an internal test version) Removed tweaks from Terrans, Thalans, Krynn, Drath. These tweaks were meant to force military progression. They're not
[quote who="OShee" reply="1032" id="3515659"] I think Space Mining should be unlocked by same tech as other races, especially since all 3 races do not lack this tech (currently logistics). Making your planets more hospitable has not a lot in common with mining in space ^^. [/quote] I guess we could do this... it'll make the techtree more sameish though. [quote who="OShee" reply="1032" id="3515659"] Cheap techs don't usually follow after an expensive t
[quote who="Frogboy" reply="1030" id="3515539"] Sounds promising. They've also got me set up with Remote Desktop if there's some tweak I need to make to the c++ code to help with this. Obviously not an ideal solution but sufficient if there's just some few lines of code involved. [/quote] Hey Brad welcome back. We've made a document listing all the non-XML related issues. You can find a link in the origan post. Have you had a