Sorry for the double post, but I just wanted to add that I just played a normal game, and the Iconians researched their second econ tech fairly quickly! They didn't research their Organic Hulls and Expert Engineering techs, but that was probably because I cut the game short (was being overwhelmed by the Yor. Would have lost anyway), and because in the campaign, they were in a constant state of war, making weapons and hull techs a higher priority. I wasn't sure it could be done, but I think I
TOV
If the size mod is zero, then the component is the same size for all hulls. The size mod is a percentage, as far as I understand it, so it is not related directly to the base size.
Did you ever find out if issue number 8 (Something to increase a racial ability has been found...which race gets it?) works? From what qrtxian, said, it sounds like it doesn't, but I'm still curious.
I just had an interesting experience with the Iconians in a campaign level I was playing with my mod. They researched all of their economic techs much more quickly then I had ever seen. Once more, they even researched Organic Hulls and Expert Engineering within the few years that the level lasted. (No medium hulls, but the level was over fast)
Strange. In my games, the Korx always end up with the Super Trade Starbases from the start, as well as any other techs with a trade bonus. I figured it was a bug related to the Super Trader Ability. Did you not have the abilities in your games?
Unfortunately, I have not record most of the changes I made to AI values and categories. If I did, I think my changes would extend far beyond four pages. I will say, though, that I did give heavy consideration to everything said here and in other threads on the forum. What changes I did record can be found here: https://forums.galciv2.com/402576 (note: it is up to day as to the time of this post, but may quickly become outdated) </
I just tested my changes, and the Torians are now researching their moral techs! [e digicons]:grin:[/e] So far, they are up to Wellness Falls. Tolmekian, I would be interested in seeing your change log one of these days. Four pages is quite impressive.
Medical instead of Entertainment?! Will the stupid categories ever end?
Hello again! I found that the Torian's morale techs above healing pools also have low AI value. I've bumped those up as well.
I just noticed that the Torian's Cultural Enlightenment, which leads to Healing Pools and other morale techs, have a really low AI value (5). This prevents them from researching them, at least, not early. I've bumped up the value considerable, and they should research these techs on their own in my next test game. Also, I've always pronounced the Arcean's name as ar - SEE - ans
That's a fascinating discovery! It's like the AI is thinking farther ahead then we give it credit for. I'll be eager to here more from your tests. I have been able to get the Iconians to research their fist economics tech, but they stubbornly refuse to go beyond that. It might be because I haven't been playing long enough, though. Same for the techs after Organic Hulls.
Thanks! I appreciate it.
Yes, that would be better. But that's not the question that I need an answer to.
But it isn't hard coded. It's determined by the xml files. I'm just asking about the extent of the flexibility of the upgrade tag.
Hello, everyone! I was wondering if anyone knew if it was possible for an improvement to have multiple upgrade targets. This would mean that multiple improvements would upgrade into it. I ask because I want both the Market Center and the Black Market to upgrade into the Adv. Market Center. I would also like to know if an improvement could have more then one improvement be it's upgrade target. This would, for example allow me to have the Entertainment Network upgrade int
You can make new ones that use the pre-existing values, but all that would leave you with is a colony module with a capacity of 1000.
It sound's like it might be hard coded, in which case there is nothing we can do.
I have more! This time, things being said TO the Krynn. AI_COMPLAINS_INFLUENCEBASE Most Races to Krynn: Good: We are normally all for religious tolerance, but the missionaries coming from [StarbaseName] are starting to worry us. We ask that you not build any more of your starbases in our territory. Neutral: I've noticed an Influx of missionaries on our worlds coming from your starbase in sector [X], [Y]. They have become a nuisance to our people,
Hello, again! I just did some tests, and normal improvements, even 1/planet, simply cannot give civ-wide bonuses. As I said, only galactic achievements, super projects, and trade goods can. It is a serious bug, but it does not look like it will ever get fixed.
That's amazing news! How could I have missed that?
Has the MCC been fixed? I had heard that the MCC's econ bonus was broken in Twilight (unless you fixed it yourself), but this is the first time I heard about it actually working as intended. Propaganda Center is a normal improvement, not 1/planet. Also, I looked at the improvement in more detail, and it's not hard coded, either, much to my surprise. It used the resistance tag.
Like other techs, the effects of Xeno Ethics, and the advantages given by the different alignments, is hard coded, but you can rename it or change other things, like any other techs. You just need to have to keep the internal name the same. The other ethics techs are normal techs, and many of the improvements are normal improvements. Some notes on them: Secret Police Center is a normal morale improvement. Artificial Slave Center is probably hard coded. M
Maybe I did overemphasize. I was grasping as straws, I guess. But I still think the overall idea is sound, I just need to tone it down a bit. I never thought about the Precursor connection much, but now that you brought it up, I like it. I still need to find a way to make it fit, and what exactly they might say, but it's a start. Thanks for the idea! I, too, am interested to see how they'll fit in with later installments. In the Twilight campaign,
Finally, to correct the information you've already been given, ShipQuality increases the attack of a ship built on the planet, but not the defense, and PlanetaryDefenseBonus is a modification to the invasion equation for that planet (or at least, is supposed to be). I admit might be wrong about what ShipQuality, but I know for an absolute and undeniable fact that PlanetaryDefenseBonus does exactly what I said it does. (At le
I think the abilities of techs like Universal Translators in hard coded, so you cannot create a tech from scratch that has these abilities. However, you can use the tech by a different name in the tech tree, as the internal name (used by the code) is separate from the display name. The abilities of starports are also probably hard coded. Unlike techs, you cannot make one by a different name, and any cosmetic changes will be shared by all races. Fo