***RESUME TRANSMISSION - SECURITY LEVEL ALHPA*** Minister Sune: <img style="float: left;" src="http://img832.imageshack.us/img832/6531/ministersune.jpg" alt=""
Tolmekian
[quote who="qrtxian" reply="169" id="3069125"] Quoting Gaunathor, reply 167 I was talking about this one: http://www.i-mod-productions.com/downloads.php?do=file&id=171 I know about that, but like you said, it's not for everyone - I was saying that, while it's not currently uploaded anywhere, I do have a mod that simply brings back all the missing dialogue, complete and without additions.[/quote] If you would be willing to share, I'
You get any bonuses when you build a trade good. Should you decide to share them, the receiving civ will also get them.
[quote who="Gaunathor" reply="165" id="3068567"] I'm not sure if I understood you there correctly. You're not keeping the value at 10, are you? PlanetaryQualityBonus is a Percentage Bonus. A value of one or two would be enough. Otherwise, 'Gaia Vortex' would become the most powerful GA in the Universe. - 'Terraforming' is missing the query graphic entry. 'TheTerraformer.png' would be fitting. - The first module in the 'Xeno Business'
[quote who="Gaunathor" reply="160" id="3067810"]Excellent points[/quote] Thanks for the info. 1) Looks like a cut-and-paste that was light on the cut. 2) - Xeno Influence already fixed for v2.1 - Planetary Defense already fixed in v1.1. Not sure how it's coming up wrong for you. - PlanetaryQualityChange for the Gaia Vortex is huge. Thanks. - I was just wondering about those query graphics. The Altarians build the shrine q
Alrighty, then. My mod has 149 starbase modules. Looks like I have some work to do.
Gaunathor reports that the AI will only use the first 100 modules in the xml file. Any after that are ignored. Thanks for posting this.
I'm sad to report that not only are your findings correct, but my suggested fix doesn't work. I broke the StarbaseModules.xml into two separate, roughly equal files. Then I put Starbase Defenses (my new defense module) at the bottom of the regular one and Battle Stations at the bottom of the one in the mod folder. Just for confirmation I gave everyone the Drengin Industrial Starbase techs. They used the Mining Matrix and the Starbase Defenses, but nobody used B
Wow. Lots of great comments. I'll tackle them one-by-one and try not to make too huge a post. [quote who="LordZorinthrox" reply="141" id="3064517"]Lots of stuff.[/quote] Thanks for your feedback. Your comment on influence starbases prevented me from removing the ModuleRequirement from the influence modules. Could you imagine just 2 or 3 constructors for a ~150% bonus? I'll keep an eye on the other stuff. [quote who="Sole Soul" reply="145
[quote who="Agorwal88" reply="138" id="3063869"]In my first game i played with darth and i noticed that my weapon research costs were 6578 TP for tier 1, 21922 for tier 2, 43852 for tier 3 and 65804 for tier 4(best for the neutral lvl 1) but my defence research costs were only 1095, 3646, 7305, 10966 and i ended up with only basic weapons(tier 1 lvl 5) and best defence i could have. Could you raise defence research cost to match weapon or at least make difference smaller? I had set the resear
[quote who="Sole Soul" reply="142" id="3064703"]With regards to weapons tech costs in TA, please be advised that the 2.x patch brought with it, in addition to the inflation change, a hidden modifier of 50% (that is, a 1.5x multiplicative modifier) to all red techs-in other words, weapons and planetary invasion techs. Just thought you should keep that in mind if you intend to balance the costs of weapons techs versus defense techs.[/quote] Interesting, and goo
An observation from my latest playtest: Under certain conditions, AIPersonality 7 looks to be very competitive. That's the Korath, Drengin, and Yor default. Inspired by enoeraew37 's complaint about the Korath, and qrtxian's latest AAR, I decided to test the Korath and Drengin using tight star clusters, abundant stars, and abundant habitables. U
[quote who="qrtxian" reply="137" id="3063739"]Well, I notice that to some extent you've gone beyond just fixing the bugs of stock TOA, and are now modding the game to your states (e.g. colonizing minors). There's always the possibility that that's deterring people. [/quote] True, but that's why feedback is nice. It's a bit surprising that the colonizing minors are such a big deal, given that I also release the mod without them. Matter o
Brief update: it looks like v2.1 is ready to go. Just one more playtest to make sure things are running smoothly. Terror Stars are still in and all fleet modules have been returned. I forgot some lessons that I learned while fixing the TechTrees - namely that there are ways to ensure the AI doesn't research certain techs, but without changing anything from the player's perspective. Any other thoughts or opinions? I see that I have 45 down
Shame on me for not following this. Lovely so far. I'll keep looking in for updates! After I get v2.1 out I'm going to give modding a rest and actually play a new game. I think I'll follow this format with just the facts and some minor roleplaying perspective.
You've read everything and made a good introduction, looks great to me! Unfortunately, things have slowed down here quite a bit. I've been kicking around the idea of converting this to a narrative just to keep it going. Hopefully our remaining four councilors will chime in on the current session and things will get rolling again. Admittedly, I'm more or less to blame for things dying down; but I'm ready to resume a steady pace and see if we can't
I'd be happy to help you with getting a couple minors to act like the remaining majors. Didn't you do that, qrtxian, or was that someone else? We've discussed all the drawbacks, such as the minors not having any influence and not being able to win, but it would be possible to put something together.
As a small note, I fixed the Torian Hull techs. It was unintentional for them to be rooted in the Logistics techs.
***RESUME TRANSMISSION - SECURITY LEVEL ALHPA*** Cmdr Mekoides: Apologies for not being clear on the issue. Your confusion
I have seen the AI make use of Planetary Defense, though not often and not entirely prudently (smack in the middle of the empire as opposed to a contested border planet.) I can certainly say that the Arceans use the Space Cannon and that the bonus works, because the difference in casualty rates is very noticeable after it gets built.
Interesting notes, Mabus. I did very little fiddling with the AI values for structures, but one thing I did was to boost the Weather Control Zenith AI value to 155 (I think. I don't have my notes). Wait, I have an idea. *goes and downloads v2 to look at his notes* Okay, nevermind. It seems the WCZ started at 155. What I did was change the Biosphere Modulator from 0 to 155 so the Altarians would build it on every world all the time, especially on fully devel
The Space Cannon does work, the 50% bonus is inserted where it should be. Planetary Defense doesn't work simply because "they" neglected to put the 25% bonus in the XML. The Cathedral of Valor works with respect to the 33% planetary defense bonus. The 2% soldiering bonus doesn't work because that type of bonus can only be given by a Galactic Achievement, Super Project, or Trade Good. I addressed the issue by making it a Super Project with a muc
This is an old question, but it's worth having an answer out there. Unfortunately, the answer is no. The 25% bonus isn't coded and it's a worthless structure. It's something I fixed in my v1.1 mod and remains fixed (obviously) in v2.
[quote who="MabusAltarn" reply="129" id="3056272"]Tol, I've been working on my own little fix mod and I thought I'd share a trick I discovered. If you set soil enhancement and its followups to AI1 the AI places it last in an existing build queue. In other words, exactly how it works for us players. This helps them build up their planets a little better. . . . Regards, Alt.[/quote] Good catch on the improvement AI. That's another who
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