I have tried that, and to my suprise, none of my choices came up once! I have fixed this, however. I added all issues into the UP file in the mod folder, and now it works!
TOV
That would be nasty, assuming it works. Since I am just a new modder, a working mod is not always the case. So far, I have added a few more issues. "Ship Welfare" (everyone must decide how many ships to give to the weakest player), Free Fleet (Who gets it?), and protect starbases (three years and forever). Odly enough, I have yet to see a new UP issue come up in the UP. The United Planets only shows up one a year, so I may just be unlucky. Or, I may have to place the issues inside the main folde
I have been working on v 1.3, and everything is going well so far. I just had to change the tech file so the second starbase range tech shows as a logistics tech, nor a weapons tech. Now I will start looking at adding more united Planets issues. I do have a question: for the option of stoping a war between just two nations, how do I display both empire names properly? Do I use two [OtherEmpireName] tags? Or what do I do?
I have been looking at the modding guide, and there are some interesting things for the UP which I would like to do if I can, such as: *Something to increase a racial ability has been found...which race gets it?: value01 = AbilityType, value02 = Ability Amount *Two races at war are forced to make temporary peace *One of the major races is forced to hand over a star system to the weakest major race *Number of ships each player should give the weakest player<
I have added the new techs. In total, there are four starbase range modules. I still need to do more testing to make sure the AI researches them and uses them.
That might work, too. Gives a little incentive to add tons of modules. However, something like that cannot be modded in.
That would make the starbase too powerful in the early game. I think it would be better if starbases can join up with a fleet. Another way is to have a docking moduale. This was meant to allow ships to dock with starbases and defend it like a planet. This was taken out, perhaps because stardock could not get it to work or balance it.
Dark Avatar will allow barracks to be built which create 10 military legions. I do not know the details, but it may be what you're looking for.
This has been discused before. This is something Stardock would like to do if they can find the time. They may find it now that they pussed back the deadline, or they may find their time eaten up by other features they consider more vital.
I do not like this idea. Why should this be? When you have a technology, you have it. Period. If you want something like this, make it so that you can only trade techs the AI and you can currently research. (You cannot ask for Impulse Drive if you do not have Ion Drive)
All right. I have flooded the library enough recently, so it will be a long while before I post another update to my mod. However, I am constantly thinking of new things to add. For example, I am thinking of adding a new starbase range tech tree, with additional starbase range modules. I would like to hear what people think of this mod. I need feedback in order to get this mod right.
No, they vote as the same time as you. I have strong feeling that they may actually vote BEFORE you, that the votes are chosen before the UP screne even comes up.
Ah! Thanks! However, That should NOT be more powerful for evuil. Evil is powerful enough as it is. It should be more powerful for GOOD. Not only do they need any advantage they can get, but good citizens would be more willing to sacrifice for their civilization than the self-serving good.
Streamlining would simply be a condensing of the tech tree so the tree looks nicer. No techs will be removed, just multiple techs - specifically weapons and defense techs - will be grouped togeather.
Suggestion - Make the PRS more effective on evil Excuse me for sounding ignorant, but what is the PRS?
If your game cannot handle the improved graphics, you could turn those graphics off, and set the graphics to a lower setting. The game will not look as good, but at least it will work.
Stardock considered having a module that allows ships to dock with starbases, like they can with planets. Someone might be able to mod this in, like the range module has been modded in. But if not, I highly recommend stardock revive this module.
What I really want to know is what those traits I listed actually do.
I have a question for Stardock about the unused abilities. Currently, there are abilities, Crime, Cabinet, and Government, which are not used. I would like to know what they were supposed to do originally, and if they can be modded in. I would appreciate any answer you can give me.
You are right about the Korx. They will trade away the Trade Techs, and they will loose their advantage. How about the ability to build freighters from the beginning, without owning the trade techs. The korx would research trade techs only to increase the route limit. They all ready have a trade ability of +3, so this shouldn't be a problem.
Moosetek13, I do not think that is what he is asking for. he wants Defense Modules to give HP so a bad roll does not hurt so much. I did not see anything about a fourth defense type.
Unless stardock says otherwaise, the attacking order will be the same as it is now. The first ship to be attacked is determined by the formula: ATTACK / (DEFENSE + HITPOINTS) This formula is useful to design escort fighters for the capital ships. Just make sure the fighters have a higher value, and they will get shot at first.
I have made the newest version of my mod, which adds new UP issues and Starbase modules. Here is everything done so far: Changes in version 1.3 -Fixed the UP so the new UP issues show up -Added two new starbase range modules -Added new defense modules -Added new ship assist and ship slow modules -Added a new starbase range tech tree -Changed AI logic for Protect Minor Races UP vote so Good Races will vote to protect the minor races -Doubled the range of
TOV - the method I suggested above makes defense MUCH more powerful. After reading your description carefully, I am starting to think you are right. I have overlooked that every round, the defense is reset. That bit of information changes everything. With your system, defense prevents damage from happening at all. However, there is one flaw I se
Defense is underrated as it is. Implimenting this diminishing returns would only make them weaker. I think, when a ship fires, it should go up against all defense as normal. (Note- please wieght the defense to the higher rolls) To combat this, the player and the AI can link weapons systems togeather so they act as one. Either that, of have bigger guns become available on the tech tree wich do the same thing, only whose values are fixed. In either case, the result is Anti-Capital Ship and Anti-Fi