MrKorx

MrKorx

Joined Member # 2956759
2 Posts 6 Replies 162 Reputation

You could try my asa custom racemod, setting a tech and associated PI for each race, probably a shared tech with high AI priority and 0 research cost, aka already researched, will solve it also. I'd expect the AI to instantly rush buy eg. a 2000$ production boosting PI. Leaving 1000 for either one colony ship or whatever ;) just as asa do,all could do it. Then you have a really race to the stars, by outproducing the AI with colony ships ^^

14 Replies 11,731 Views

Please Stardock, free the techtree.xml for TA from the appearance of 192 illegal characters. The suspects are decribed as being similar to these two characters "||". This giving visual studio xml parser a hard time again, after DAs xml, which got fixed. I don't want to alter any original gamefile, especially for deplayment, just to get some editors to work. Thanks in advance, I know it will be fixed. It's probably just saving with other encoding?

0 Replies 1,937 Views

[quote]I feel backups (even if unused, btw) can be a life saver and prevent extensive bug tracking which we would otherwise have to perform manually.[/quote] One reason for using svn. Its always backed up and it applies to all file extensions :)

8 Replies 5,602 Views

@Zyx Nice work :CONGRAT: I'll send you an updated v1.9 later, I put in 2 new eco buildings + tech branch: -Cyber Warrior School -Cyber Warrior Academy Probably, it'll include renamed icons with PI's S_InternalName = iconname.png Meanwhile, could you alter the listed icons to more greenblueish, instead of purle? LaborCommune.png IndustrialCluster.png TradeComplex1.png SlaveFurnace.png SymbiosisPlatform.png TradeComplex3.png<b

277 Replies 547,837 Views

Yes, this still leaves one question left... How to work around for say logistics or trade? There is no local equivalent :( Even a local bonus wouldn't help that much.

11 Replies 14,621 Views