Knowing if it works can by tricky, as many of the conversations do not show up too often. However, the greeting text is the easiest to test. I gave the Korx a unique text when talking to anyone (before, it was just the humans), so that's an easy way to check. If it shows the normal evil texts, it didn't work. If you get something else, it worked.
TOV
Ah, it's out! I've been looking forward to seeing how you have been solving the balancing problems. It is a long list, and difficult to read it all at once, but what I've managed to absorb from it so far doesn't seem much different to what I did. (At least with the techs) I even noticed a few things that I didn't realized needed fixing, so I think you for that.
Humans to Korx, Sneer Relationship Low "Good God! Where are your eyes?"
They look good, but I cannot for the life of me figure out which query image goes with which icon image. Normally, they have the same name, to avoid this sort of confusion.
I, for one, have balanced the hell out of almost every single able file that I dare to edit. Although, I did miss out on the embassies. Thanks for the heads up!
There is a tech in the TechTree xml with an interesting category - MilManufacturingitary. I think you can guess what happened. I forget which one it is, but you could search for it. Maybe it's in the Drengin tree, but I don't think so. It is the Drengin/Korath tech tree, specifically Artificial Slavelings.
Those were better than I expected from buildings from spore!
sporepedia? Really? That seems like an unusual place to upload them, but I'll check them out. I am also eager to see what you have, if you ever upload them. Edit: Wait, do you mean using pictures iof actual spore buildings? I'm afraid that's not exactly what I'm looking for. I'm looking for images that blend in with one's that already exist. Here's one of Zyxpsilon, so you can see what I'm talking about. This one I'm using for the Extreme
I'm fine with those two labs as is, so they are very low on my priority list.
"The Yor have the unique techs Firewalls and Anti-Virus Software, which are useless without Mega Events. Since I didn't give them to my Yor clones as starting techs, they waste a significant amount of time researching them - ~950tp and ~1800tp. It sets them back a bit, but they're always pretty strong." I am fairly sure those techs are supposed to remain as starting techs. That way, I assume they will not be effected by those mega events if they should c
It's just a way to explain the espionage ability, which gives you spies faster for the same money. Higher espionage = faster spies, esentially.
Hello! I was just wondering if anyone knew where I can find additional images for planetary improvements for Twilight. I found many wonderfully done images by Zyxpsilon in the Asa RaceMod, but I haven't been able to find anything else. If no one does know, I would like to request some improvement images. They are mostly for the improvements that did not get updated in Twilight. I have been able to fill in some of the gaps with Zyxpsilon's images, but some still remain.
Why is this thread suddenly so quiet. It's creepy, like a haunted house. Anyway, I noticed that I had set the AI for the Arcean's Unique techs too high, and they weren't researching space weapons any more. A simple AI value change fixed the problem I suggests that you do not set the AI of these techs to be much higher than that of space weapons, if you do not wish to reach the same fate.
You cannot create a module that has a capacity other than what is already in use. So, you can create a module with 500 colonists (troop mod), or 1000 colonists (adv. troop mod), but nothing else.
Aw, that sucks. I hope it won't be too hard to recreate.
I just wanted to add that I am taking requests for any conversation of flavor text you want me to add.
More reports. First, in one of my games, the Iconians researched Self Healing Hulls! *Cheers!* As I said earlier, they are fixed. Secondly, I had been trying to play with the evil races on AI 11, and while the Yor did fairly well with this AI, the Drengin and Korath did only marginally better. In my recent game, I experimented with AI 8, and the results are downright terrifying. The Drengin's military might is without equal, and they know it. Granted, most of that might
I noticed that Xeno Engineering, which is, surprisingly, required to unlock most of the higher mining techs only has an AI value of 5. It would be a good idea to raise that to at least 10.
The Internal Name is used for all coding purposes. The display names is there simply so that you don't see things like AMC01 in game. It would make sense that the internal name would be different. Having two improvement with the same name but with different states should cause only confusion and CTD.
I've been having trouble getthing your suggestion to work. Did you leave even the internal name the same? It might be easier if you produce some sample code for me to look at.
That... might actually work! Thanks for the suggestions!
I did some testing and it seemed not to work. Oh well.
I did actually see a couple military starbases with assist modules. I got to looking at the starbase module xml and found out why Battle Stations 2 and Protection Fields misstate their actual bonuses. Yet another minor thing to fix. This is the first time I heard about this (that I remember). Would you care to elaborate on what you mean by this?
On the note of the Korx, in my last game they actually researched Fortified Traders (after Cut-Throat Competition) BEFORE Mercenaries, which I had never seen before. Also, the Korx have researched Starbase Victory Strategy in my last game. All I did was make it military and raised the AI value to about 11 or so, and maybe a bit of luck. I think the AI's unwillingness to research the transforming techs has more to due with the lower AI value. I didn't touch the AI value
Strange. I have never had any problems with races researching the colonization techs, and I have AI values much less then you. (55, for most). I also don't see many of the problems you have mentioned. For example, the Arceans researched Weather Control by the third year in my last game, at least (I didn't meet them until then, so I don't know exactly when they researched it). I think it might be AI 8 that has a problem. That's the only thing I can think of.