Maiden666

Maiden666

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

[quote who="DMF" reply="217" id="3687036"] near 4675 [/quote] that one can be deleted, it's a vanilla Thalan-evil tech. [quote who="DMF" reply="216" id="3687021"] Mind Control Center GA has two lines for Loyalty ability: 100 10 Which is correct? BTW, the primary effect of the MCC is supposedly instant defections. Another case of code

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ok I see I've been falling into the trap of a display bug. let's see if the PQ increase by +2 would fix that situation. but the PQ info shown next to the planet is multiplied by the Planet Quality rateing just the tiles don't follow this. With SLC with +2 tiles you can have planets that are showing PQ = 300 when, in fact, just 72 tiles are free. That could cause some confusion.

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[quote who="DMF" reply="209" id="3686909"] Another strangeness in this galaxy layout. There are four minors - three of them within three parsecs of each other and all within spitting distance of the Korx homeworld... [/quote] I also saw this oftentimes. [quote who="DMF" reply="208" id="3686908"] I don't really dislike the Thalan design. I just find them frustrating as hell to play. In the early game at high difficulty the economy is so weak tha

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[quote who="DMF" reply="205" id="3686688"] I have to question the point of the Synthetic Land Creator with PlanetQualityChange = 1. Yes it is spammable, but if you used it to enable all those dead tiles, they would be full of Synthetic Land Creators. So net effect: NONE, except the waste of resources to build them. Have you tried it with PlanetQualityChange = 2? That would actually do something. [/quote] What you're missing in your calculation is the

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Of course. Do you think I design these things randomly? In FW Korx do not have an own morale-building branch on their own. Instead, I wanted them to go the economic route it fits more their overall style. However, the Fitness Park is base for many factions and I didn't want the Korx to have weak starting moral improvements still build in the endgame, so I decided to create a building (Competition Stadium) which would close the gap and transform (through the upgrade chain) all morale b

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[quote who="DMF" reply="199" id="3686466"] I don't know. I can make it happen by changing the order of the declarations. The files I send you will have them in the order that works for me. So we should consider this a non-issue for now. When I get some time, I'll send you detailed instructions on how to reproduce. The instructions in post #177 are open to interpretation.[/quote] Yeah I would be very interested to reproduce that.

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[quote who="DMF" reply="194" id="3686433"] Negative. They are racial grants on all the minors. Look at raceconfig. [/quote] ah I forgot about them. but yeah, since Minors have only 1 planet their research power mid/late in game is too weak for them to research this cure in time. so they get it base and ofc it makes sense that they don't distribute it throughout the galaxy otherwise these events would become irrelevant.

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[quote who="DMF" reply="193" id="3686432"] By editing the .raceconfigxml file and manually importing the techs. The Techs tab looks angry, but tough cookies! I wanted a Drengin Trader, so I made one. I won't comment on the limits of the Custom Race definition dialog. [/quote] Go to Raceconfig.xml --> Custom Race --> Customization Points

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[quote who="DMF" reply="192" id="3686431"] I tested it again. The Trade SA techs MUST be declared before the corresponding vanilla techs (esp. Trade) or they get attached to the disabled SA prerequisite. Remember this: "The first satisfied or the last unsatisfied tech declaration is the one that has effect." I don't understand this. How are you able to get Trade [tech] before the SA? I think you're misunderstanding me. 'SA Trade' mus

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Reply to FreeOrion in PC Gaming

Hey, I've been an active FO player for almost a year. The game is pretty well balanced and has a lot of replay-potential. The overall gameplay is kind of always the same (colonize, produce military, conquest) but all the different shiphulls & modules for them allow for alot of different strategies. I liked this game very much, but the AI is not really clever (too much random decision) and the game becomes unplayable (due to lag) on bigger sized galaxies after some time (around +10

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[quote who="DMF" reply="5" id="3686335"] ascinating data set, but there's something going on. Players winning 12-15 games per day on Gigantic/Immense-Suicidal in less than a year. [/quote] These games are called ZYW and can be played in a handful of minutes.

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It works. You can't find the bonus in stats - its hardcoded. Simply colonize a second planet and build it there - afterwards you'll find the MP on the other planet will jump up as well. However, you can't have 2 of those bonuses working at the same time. The F_AbilityFactor also only works on a very few select (and existing) buildings (which have different bonuses). The bonuses and the name of the buildings all are hardcoded. There is nothing else you can do except to play wit

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[quote who="DMF" reply="183" id="3686238"] Non-text changes: Drengin/Kor - Slave Trade +20 Trade (up from 10) Drengin/Kor - Adv. Slave Trade +40 Trade (down from 50) Should Master Trade be locked out for these guys? [/quote] I think Master Trade was already missing on these. Your changes are ok. If you want you could drop some balancing thoughts and retexting on the trade-branch of the other civs as well. I always wanted to do those but couldn't find enough cr

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[quote who="DMF" reply="180" id="3685964"] * Freighter Factory is granted by the SA, but Freighter Command is not. Should it be? [/quote] Persistant Traderoutes and +25% Range is something that may come in handy in later stages of the game. Early on maybe on some sparse setups. [quote who="DMF" reply="182" id="3686162"] This one mystifies me. Minor tech tree: Weather Control requires Planetary improvements. DivergentEvolution requires Weath

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[quote who="DMF" reply="179" id="3685959"] * Fertility Clinics upgrade to Stock Markets when that becomes available. Huh? [/quote] That's an AI fix, because no AI overbuilds them once planets are fully crowded. But at that stage they are nearly useless. [quote who="DMF" reply="179" id="3685959"] * Still a problem with 1PP farms. Most of my worlds were at Traditional Farm (I like to keep my population low). Stole Paradise Farms, then resea

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[quote who="DMF" reply="177" id="3685059"] Ah! Good to know. Now let me double check. Trader SA grants 'A History of Mercantilism' (if present) and any tech with a trade bonus? [/quote] Exactly. History of Merc is always present be it either officially in the Korx's tree or disguised in everyone else's as Trade Bonus tech. That Trade SA always gives instant access to all possible routes (except the ethical ones) can also be a drawback in some

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[quote who="DMF" reply="173" id="3684798"] I'm looking at the Korx Trader techs. You say FreighterFactory can be built by any civ with Trader SA. But FreighterFactory is a GA! I tried and a Second Trader can't build it. Make it a Super Project? The pre-req should be untradeable so same thing. [/quote] Yeah changing to a SP will do the trick. Good catch (again) [quote who="DMF" reply="173" id="3684798"] 'Locked' is not granted for Korx as it is

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[quote who="DMF" reply="168" id="3684489"] 0 is the default? That's odd. [/quote] Exactly! With all other variables in the game it's the other way around, that's why I've been off track on this.

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I had to change more than 200 lines. Basically all improvements that had 0 had this line removed (because this is actually the default setting). But all improvements that lacked this line now got added 1 . There were some exceptions which I changed en route while going through the code, so it will be very hard to replicate this without a manual check I'm afraid.

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[quote who="DMF" reply="161" id="3684382"] Do you have weapons and defenses spreadsheeted? I'd like to see that they look like without poking around through individual entries, and would prefer not to have to do it myself.[/quote] sorry, no

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Bugfix for version 0.65: http://www.xup.in/dl,44779613/FW_Bugfix_for_version_0.65.7z/ (enables the placement of spies again)

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[quote who="DMF" reply="158" id="3684374"] here's something wrong. This test game has the same problem as the last - agents are completely inoperative. I thought that it might have something to do with me running the first year and a half in auto mode. This game, not. I have bee to check out the progress of the AIs, but no funny business. I save every 6 months so can go back in time, though with a coarse resolution. I'll check back to see if they w

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[quote who="DMF" reply="159" id="3684376"] That's hard to say, except that Korx and Krynn aren't exactly leading the charge. In this game Iconian is doing great! Last game they were too, but since I was contributing 1/3 of their income (Eco treaty) I didn't think that much of it. This time I did notice that Ico built Molecular Fab at a rate like the K&K build Power Plants, without their big Factory. But MF has like a 50% bonus so not so debilitating. (Pl

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