Tolmekian

Tolmekian

Joined Member # 2890217
9 Posts 640 Replies 1,358 Reputation

Let's not let this thing lanquish in obscurity. It sounds . . . interesting and complex. About how much do you have done for them? It sounds like the AI would have a bit of trouble with the concept. For example, if the good Taurans are supposed to be super-powered meddlers, it seems like the only thing restricting them is the player's sense of role playing. The AI, however, doesn't do meddling very well. Give it super powers and it will

3 Replies 3,488 Views

Pretty much what Gaunathor said. I would add that tech brokering actually does affect the event in which a minor steals another race's technology. If you disable tech brokering, the minor race won't be able to trade any of the stolen techs. All that said, I always play with tech brokering off. If you play with tech brokering on, the AI normally engages in such vigorous trading and retrading of techs that it's like you vs every AI combined in the tech race.<

722 Replies 1,778,422 Views

Lots of views and no replies. It looks like no one has a good answer for your question. I sure don't. Sounds buggy to me. The Cultural Exchange Center should work right away, and the Social Matrix shouldn't do anything so extreme as you're describing. In fact, the Social Matrix shouldn't affect influence at all. It provides a planetary economic bonus and a civ-wide social production bonus.

7 Replies 9,643 Views

[quote who="Das3210" reply="198" id="3076073"]Has any one else noticed that at least the Iconian tech trees are screwed up in the last version. There are no requirements for titanium amour or for stinger V/advanced missile weapons. The two of them seem to be combined, which seems like a mistake since beam and mass driver still have they advance weapon separate form laser/rail guns techs. Also the tech harpoon IV is named todo: display name, which i

722 Replies 1,778,422 Views

[quote who="Das3210" reply="198" id="3076073"]Has any one else noticed that at least the Iconian tech trees are screwed up in the last version. There are no requirements for titanium amour or for stinger V/advanced missile weapons. The two of them seem to be combined, which seems like a mistake since beam and mass driver still have they advance weapon separate form laser/rail guns techs. Also the tech harpoon IV is named todo: display name, which i

722 Replies 1,778,422 Views

I know the feeling. After releasing v1.1 of my mod, I puttered around a bit more and eventually ended up taking nearly a year off. It's hard, time consuming work and eventually you end up hitting the limitations of the game itself, no matter how much sweat and tears you put into it. You've done a great job both on your own mod and by contributing to the community. You were the spark that got me modding and sent me down the right path. It's a little

507 Replies 1,003,791 Views

[quote who="Avalastrius" reply="28" id="3075379"] What I can't understand fully is why sometimes my net profit goes up when I actually rise a slider. Some costs from the right screen disappear but I don't really understand the mechanics of it (probably because I'm being thick). [/quote] I thought this was what you might be getting at. The answer is pretty simple - the percents aren't money, they're capacity. 25% research doesn't mean 25% m

37 Replies 43,214 Views

I've never actually looked at tourism income so early in the game. My guess is that it starts at 0, then gets calculated between turns to give you the big value on turn 2. You'll notice that with things like influence. When you load a game, everyone's sphere of influence will start small, then jump when you end turn. The game just waits until between turns to do the math. Considering the high value is normal, don't worry about it. A little e

4 Replies 5,934 Views

[quote who="Neilo" reply="22" id="3074609"] I started writing up an explanation and the more i wrote the more confusing it became. Odd for such a simple topic really, but i can't put into words the explanation i have.. i'll try again in a minute. Tolmekian, a question for you good sir. Your probable best to answer, how is the Terran tree in TA? (Vanilla version) As you may know i never got into TA, but id like to try out the Terrans, but only if their

37 Replies 43,214 Views

[quote who="Sole Soul" reply="14" id="3074766"] With regards to the trade routes: True enough, just wanted to make sure you were aware that they don't stack infinitely.[/quote] I didn't know that. Thank you for the correction.

19 Replies 20,227 Views

Hey there, and welcome to the game. It's true that Twilight has some serious issues, but there is hope. My mod has been mentioned as one that fixes many of the issues. If you're interested, here it is: Tolmekian's TechTree Fix It's on version 2.0, with 2.1 to be released soon. So, if you're going to start at the beginning, I guess you should wait for a while to download it. I'm so

37 Replies 43,214 Views

[quote who="NRSONE" reply="10" id="3074444"]Risking being a pest: 1) People talk about unhappiness being a problem at higher levels-- but you get tax money. Has anyone figured-out the optimum in trade-off of squares dedicated to "Crowd Pleasers" versus population generated taxes. This would be without any Wonders dedicated to keeping the Rabble happy.[/quote] Are you referring to actual population increasing structures, ie farms? The top end for that

19 Replies 20,227 Views

[quote who="Neilo" reply="224" id="3072915"]Iv'e been following the other thread, and thought id post my comments here so as not to ruin the flow and feel of the council thread, but i love this concpet and think what you guys have done is pretty cool. Just wanted to drop in and commend you all for your efforts guys, it's been most enjoyable to read! [/quote] Thanks! Good to know it's being enjoyed. I'm gearing up to get it moving agai

235 Replies 414,638 Views

[quote who="Gaunathor" reply="188" id="3072378"] Quoting Tolmekian, reply 185 Double buildable icons. The Induction/Recruiting Center is a known issue. It's the only way to make the same building available with 2 different techs. Not much I can do about it, but it doesn't hurt anything. Have you considered changing the ID from "War Rooms" to "Space Militarization"? Both techs have essentially the same purpose, so they might as well be one.[/quote] I just did thi

722 Replies 1,778,422 Views

[quote who="LordZorinthrox" reply="184" id="3072133"]I have a question: what do we know about how the AI customizes ships? The ShipCfgs list some basic modules on ships, like Basic Support. The AIs don't remove modules from ships unless they and changing the effectiveness of a module, right? Because they have templates for each category of weapons; if I was the designer, I might make the ship customizing AI just smart enough to only improve on the systems already extant

722 Replies 1,778,422 Views

[quote who="MabusAltarn" reply="182" id="3071947"]I've noticed something very peculiar. I took over a minor a while back and it seems that some are removed from the MinorRace techtree. For example: Space Militarisation and nearly every propulsion tech seem to just disappear. The techtree still connects properly but the techs in between are still needed to continue a research line. I've yet to notice a minor develop weapons because of this. Can anyone confir

722 Replies 1,778,422 Views

[quote who="Wetballs" reply="179" id="3071675"]Hey again Tolmekian.It’s been a couple of weeks and I’ve had a chance to play a few games using your v2.0 mod so I thought I’d throw some feedback your way. You know, because I’m a helluva guy or whatever. Anyhow, I’ve rounded up all my notes and hopefully at least some of this will be useful to you. Oh yeah, it’s long, so I hope it fits in one post and I hope it doesn’t hurt your eyes&h

722 Replies 1,778,422 Views

[quote who="qrtxian" reply="176" id="3071377"] Quoting Gaunathor, reply 173More tests with the Korx showed, that this was a common problem for them. They regularly preferred to build freighters at the expense of colony ships, even if they couldn't reach the other races, thereby lost the colony rush and the game. Apparently, they regarded trade a little to high now. So I began to tweak the numbers a little. Ah, so that's the reason...[/quote] You probably missed

722 Replies 1,778,422 Views

[quote who="Gaunathor" reply="173" id="3070091"]Lots of stuff.[/quote] Oh, the AI will arm influence bases just fine. Now that I think about it, maybe it's because I brought all my weapon and defense modules above the culture modules. They do add both, though. Thanks for reminding me about trade. I was seriously considering dropping it down to 5x (+50% instead of 100%). It will be one of my finishing touches. It's too bad about the Korx. Super T

722 Replies 1,778,422 Views

***RESUME TRANSMISSION - SECURITY LEVEL ALPHA*** G'Norlisk: At your service, councilors. I have prepared the ballot. A reminder on voting: For research, number the technologies in

432 Replies 1,088,493 Views

I hates me some Jagged Knife. From what I've seen, they seem to be stuck with minimal AI and CPUUsage, making the part about taking your planets back just one epic slog rather than an actual challenge. For minors, there can be up to 13 in a game. Not sure how it relates to how often they'll pop up, but you are able to force up to 13.

27 Replies 35,022 Views

[quote who="qjachym" reply="2" id="3069499"]If you do not manage to be the first to build a vital Trade Good (Xeno Hull Plating, Eyes of the Universe, Harmony Crystals etc.), do not worry, You can still buy it from the race who is the owner.I sometimes do not want to waste a tile on one of my planets for some of them - Nano Recorders for example. I prefer to buy them.[/quote] Not a bad strategy. Never thought of it. Especially considering that you usually have to build the

7 Replies 7,043 Views

[quote who="Gaunathor" reply="171" id="3069502"] Quoting Tolmekian, reply 168 ...I nixed the whole line of diplomatic modules... I'm not sure that is such a good idea. The Drengin, Korath and Yor have only access to those modules. This would make Influence Starbases useless for them. But then, the Korath (Dark Influence) and Yor (population) don't really need them that much. Also: Some more testing showed, that my statement regarding Speed Modules

722 Replies 1,778,422 Views