Maiden666

Maiden666

Joined Member # 3434576
22 Posts 1,306 Replies 4,512 Reputation

[quote who="Fulano5321" reply="2018" id="3871291"] Quoting Maiden666, reply 2017 But the worst is trading for IPs. Seriously. I found I can get several terraforming techs, then sell them to the minor races for tons of IPs and I get my way with voting for the rest of the game. Does b

2,020 Replies 6,638,606 Views

No, there's nothing what a modder could do about this as most is hardcoded. We could only finetune the diplo-bonuses but once there's too much difference trading can become difficult/frustrating. The game's weakness in that regard are several thresholds that either cause the AI refusing all trades (even good ones for himself…) or offering far too good stuff. The AI evaluates planets also by their generated income. If good large planets that are freshly colonized show a red econ

2,020 Replies 6,638,606 Views

You basically just need to research some weapons (the red ones) and small or medium hulls. Some on-type defenses to fill the remaining space. If you dont know how to use the ship designer just toggle "auto design ships for the player" in options and there you go Have fun

5 Replies 16,469 Views

[quote who="BabylonAS" reply="245" id="3809161"] Any idea why I can’t download the mod (and the bugfixes) at the given links? It gives me a Cloudflare’s Error 1020 / Access Denied every time I try. [/quote] XUP is a free host and ocassionally has a longer-than-wanted server maintenance, I encountered this as well. If you encounter that just try the next day... I can access both files just fine Have fun playing I just fired up a game to see if I can still

250 Replies 781,834 Views

[quote who="DivineWrath" reply="2010" id="3803270"] I think I figured out a roundabout way to deal with the upgrading, 1 per planet, planet improvements bug. Advanced navigation center and quantum power plant. You design a new planet improvement for each that they could upgrade to, but then don't provide the required techs to build them. Because none of the new planet improvements get used, you should be able to destroy and rebuild the normal top tier versions without problem. [/quo

2,020 Replies 6,638,606 Views

[quote who="Spacekataz" reply="8" id="3772174"] I bought the game many many years ago (early 2000's) on CD, the Dread Lords version, and play it off an on. In fact I just came to this forum right from playing a session, the Terran Alliance. I love playing it when I can. I have been wanting to make my own maps for the game. I don't know, I thought I remember seeing something in the text or manual about a map editor once, or maybe I am confusing it with another game

12 Replies 67,939 Views

[quote who="abelisari" reply="2002" id="3777723"] I've installed FW 0.6.5. Starting a game you get a colony ship "prototype", unusable, not upgradable. You can only scrap it for cash. Is that on purpose? Cannot remember. [/quote] That's the latest, which had a few minor fixes and changes. In FW you don't get a starting Colony Ship for many reasons (balance, gameplay, bug-avoiding) so I disabled it. This was one of the most intricate things to do so far with this mod

2,020 Replies 6,638,606 Views

[quote who="Fulano5321" reply="1998" id="3776715"] Too bad my save can't be fixed, it's about the best starting area I've ever had. [e digicons]:)[/e] There was another thing that I was sure was a bug but I didn't mention it because it wasn't as game breaking... Maybe I'll mention them as I run into them. I'll look into Future Worlds, thanks for the recommendation! [/quote] Yeah, well the game saves the xml-variable-data in the savefiles - and these are encrypted

2,020 Replies 6,638,606 Views

also check out my MOD "Future Worlds" as it's more based on the original Twilight but allows more specialization of each race and has much more diversified techtrees and alot of bugfixes and new gfx + UI tweaks. currently playing it scenario type, "Accelerated Start" as Terrans :D

2,020 Replies 6,638,606 Views

Heyho, well is someone really still playing this fatastic game? Yes I can see the problem, there is a small taging-error in Drath_TechTree.xml - which is now corrected. The AI race files code labelled a weapons-tech wrongly a defensive one, and it seems like then the game bugs out... Here's the corrected version https://www.xup.in/dl,15488792/Community_Update_6-2-4.zip/ Unfortunately, your current

2,020 Replies 6,638,606 Views

@c4daleks: Of course Yor can ally - that's why they can research that technology in the first place. But they have it a little harder to get that tech - because they are so different as everyone, I thought they need more time or internal development until they can relate to organic lifeforms in a sympathic way. How and if alliances can be formed depends on some factors: number of turn (at least, 2 years 2 months IRRC), technology "Alliances" on both sides, "close" relationship. Hope t

250 Replies 781,834 Views

You won because of your 99% approval rating. If it's too low you'll loose. Just adjust taxes the turn before a vote so you can win, afterwards jack up taxes high until the day before a new vote begins. Sometimes if you gift ships they won't move. Usually if the targets are too distant or the AI is set too simple. Higher difficulty level may change this.

4 Replies 20,508 Views

New version 6.2.3 (small bugfix included): https://www.xup.in/dl,81178357/Community_Update_6-2-3.zip/ I've deleted the link to the previous version Hope this helps :)

2,020 Replies 6,638,606 Views

Hi Iztok, not currently playing but always up for discussion (if around this place, not much time these days...) What didn't you like with Thalans in the CU? Greets

2 Replies 34,687 Views

Hello again :) - if a race has trouble with a stronger superior power at war, best thing to give them is warships. They will then like you more for some time (diplomatically). Technologies are also very good, especially military-related ones (so they can upgrade their ships - check their ships beforeahead, if they sport laser weapons and you give them a better lasergun, many ships may be upgraded once they have the money for it). Gifting them money is also ok, but sometimes doesn't net good r

4 Replies 20,508 Views

Hello gamer, you also need to sustain a high population on a money-making planet. I'd set out for 15b people initially, but don't get too overexcited with banks - try to get a better building (Stock Markets). Such a money maker planet will usually be able to support 4-5 production planets, not more. You also need to have taxes and racial economic stats high. A lot of ingame stats are simply multiplied against each other - in other words, in the first or middle phase of the game money making p

1 Replies 15,967 Views

I did all these controll-test during the time when I revamped the Invasion-tactics. This was half a days work. I also wanted to know more about the "Planetary Defense"-stat in comparison to invasion-tactics so I re-did all these tests 3 times over. They don't work. If they would've worked - I would have gladly designed a full set of invasion-tactics using these stats/codelines - and would've included it in that update. Basically everyhting Cari-Elf writes in her modders' guide I did re-check

250 Replies 781,834 Views

Denis, thank you very much for your work. I'm currently looking over it but I don't have much time at my hands currently (maybe you've noticed I sometimes take weeks to reply... that's because I'm moving to a new house because of a new work.) I hope this gets better in say, 6 weeks or so.... How did you test the Invasion-tactics? Back then when I designed the whole new stuff I couldn't get the defenses to work. These lines simply never made any differences even if you raised the value

250 Replies 781,834 Views

Yeah, that's a good change. Well done. IIRC you'd send me the files through email last time. BTW you don't need to create an account to upload stuff to XUP.

250 Replies 781,834 Views

[quote who="Maiden666" reply="230" id="3688260"] absolutely inappropriate - this is a bug. Espionage & Counter Espionage are not Super Abilities. SuperSpy-ability grants you a free spy + the tech "Counter Esp.". If you deselect this ability it should still leave the tech researchable. At least, this is how it works in vanilla. I have no problem with stock Krynn always having access to Master Espionage irrelevant of SAs - they have this tech baseline, and a thematic proximity tow

250 Replies 781,834 Views