Well, I've generally nerfed the ability to spam facs, esp. early on because that does more harm than good. That's why there is almost no spamable starting factory but instead the the 1pp plus the Fusion Reactor. The former is generally better early on because bonus-production comes at only half the cost. I deliberately kept maintenance cost down at such improvements in order to give a player also the choice between costly buildings with lots of raw output and cheaper, more efficient structure
Maiden666
[quote who="DMF" reply="141" id="3683529"] BTW, even without spammable Research improvements, in the test game Yor built very few Firewall Racks. One maybe two, of some 30 planets. Otherwise, development seemed reasonable, with only one or two cases of overpopulation.[/quote] Because 30 planets isn't much and Firewall Rack is a midgame tech. The AIs use the overbuild feature only very very sparsely. A human player can fill up all his old planets with the latest stuff
[quote who="DMF" reply="141" id="3683529"] Yor Maintenance Grid has become a Super Project, yet it still has only planetary effect? [/quote] Actually it's a 1pp. [quote who="DMF" reply="145" id="3683870"] In the weapons lines, some weapons cannot be researched through Creativity, and some (usually the same ones) cannot be stolen. But I don't see a pattern. For instance, Disruptors I and III can use creativity and be stolen. But Disruptor II can
Hey DMF, got some problems with the ISP. They mixed up some stuff real badly. Because of that, I'm a bit limited. [quote who="DMF" reply="138" id="3682984"] For about 3000 lines I was able to get FW to load with the changed files, but now it won't so I'm running them through http://www.xmlvalidation.com/ . It's finding several malformations, most of which I know how to correct, but * In techtree in the Espionage section
[quote who="InfrequentHazard" reply="204" id="3683055"] The 2.04 Version of the game allowed for quirks in technology. We saw this in engines, where the Ion Drive was never completely outdated. The five steps in Warp Drive technology provided some interesting quirks. The differences between Disruptors and Phasers could have probably been better balanced, but giving all races the same weapon trees just makes for a dull universe. [/quote] I agree. Ion Drive w
[quote who="InfrequentHazard" reply="204" id="3683055"] 2.) This can only be corrected by Stardock. [/quote] It should be possible to enable planet-tradeing again by overwriting a DX-file with the original one. I'll have to look up which one if you're interested.
[quote who="InfrequentHazard" reply="204" id="3683055"] 1.) The problem with spies is that so many improvements have been made spy-proof. It will take serious modding to straighten this out. Were I still running an XP machine, perhaps I could just alter the Improvements file. [/quote] You can still place spies on any economic, research or industrial improvement. And a few others as well. The AIs generally place their spies on banks in order to drain the opposing
The number of turns act as a divisor in the overall scoreing formula. Sooner = higher. Military Victory has the highest score multiplicator.
Starports convert military production into ships. Once completed it'll be released into orbit of the planet where the starport is at. Most likely you want to have a starport on every planet.
[quote who="Maiden666" reply="136" id="3682850"]Isolator - Barren Spore - Toxic Adapter - Toxic & Aquatic[/quote] Just to further explain. Yor & Korath strength towards these worlds got expanded by giving the also the advanced x-col version as a racial. This is good for the AI because they no longer have to deal with worlds running at only 50% production. For Korath this is especially good because this way they can go to war really early and not h
[quote who="DMF" reply="135" id="3682844"] As for why I keep asking why, it's because I need to know what you're trying to accomplish so I can make the descriptions fit the game. [/quote] Of course! And I'll be happy to explain these underlying mechanisms or the "thematical vision" I gave specific races in FW. Just please make clear you are as specific in your question as can be, so I get it the first time. Many of the overall changes to races/techtrees etc can be di
[quote who="DMF" reply="132" id="3682655"] Kor has Adv. Toxic, not Toxic. [/quote] Actually they have both! Toxic is brought by Spore SA and Adv. Toxic I've given to them as racial. This way making the Korath the Toxic-Worlds mastermind colonizers. Right from Turn1. If another custom faction selects Spore as SA they'll only get 50% ability on these worlds right away. [quote who="DMF" reply="132" id="3682655"]Ico has NO
[quote who="DMF" reply="130" id="3682629"] How did Ico and Kor obtain Toxic if they didn't research it and couldn't trade for it? [/quote] Their Super-Abilities bring it. [quote who="DMF" reply="130" id="3682629"] Why are some racials granted as Advanced rather than base techs? Only base techs are granted in the released versions [/quote] Technologies that are mandatory for everyone regardless of faction have been set to minimal cost of 1. Thi
[quote who="DMF" reply="127" id="3682594"] The Arceaen in the test game did okay in the colony rush, but not because of speed. The rush was mostly over before he got NCs and Starports up and running. [/quote] The Arceans will do worse in the colonial rush. Their bonuses weigh more heavy in lategame. In other words, they'll be weaker in the eary/midgame. [quote who="DMF" reply="127" id="3682594"] Please go over my questions on Extreme techs again. The
[quote who="DMF" reply="120" id="3682421"] Strange occurrence: Terran completed Int.Govts. and got Political Cap. It showed up with the label "Technological Capital" in the build tree (w/ the PolCap icon and description). A restart cured it. I see nothing wrong in the files. [/quote] I cannot reproduce this. [quote who="DMF" reply="121" id="3682509"] Well, now, this is interesting. Just for grins I tried making a tech dependent on two pre
[quote who="DMF" reply="120" id="3682421"] There's something going on with Extreme World techs. In a test game using your previous version, Iconian has Toxic. It does not show on his trade screen. Korath (who has Adv.Toxic as a racial) also has Toxic, though he did not research it. It does not show on his trade screen. No one else has Toxic, so how did Ico and Kor get it?? Why do Iconian Aqu. and Toxic techs not require Extreme Colonization? How did I
[quote who="DMF" reply="120" id="3682421"] Okay, I got another problem. Arceaen speed buffs are over the top. Their ships have historically been a little slow but very tough. In FW, they remain tough, but in mid-game they would seem to be the fastest around. From the start, Arc. have a string of 6 techs, each of which provides a speed boost. Six techs, +6 speed. In contrast, Terrans - the speed merchants - must go through 3 engine techs before they can researc
I agree. That is why the guy above, Gaunathor & me re-introduced proper farming (because previously AIs handled all farms indiscriminately...) and also undone many of the "generic" changes and basically brought the old flavour of 2.042 back. This update has been sent to them for about a year now. You could tell them to hurry up.[e digicons]B)[/e]
There are three EDU available - the one coming as starting technology/building. It's a SP which is necessary so they can only build it onetime. This way the Thalan can create a single superstrong starting planet like it's been historically the case in TotA. Then Stellar Production enables a 1pp EDU which is also going to upgrade the early SP. Finally, their technological victory "Complete Technological Restoration" removes the 1pp limitation. This should work as intend
[quote who="DMF" reply="113" id="3682080"] So what is the XML attribute implementing the prevention of rebellion? I don't see one. [/quote] ReeducationCenter Firewall Rack 1 The bold part triggers a hardcoded routine that prevents any rebellion. [quote who="DMF" reply="1
I've cut down the Yor's racial loyalty to 50% but distributed the other half into the techtree. This way a Custom Race using the Yor tree does still have access to some loyalty. In the original game you're screwed as a custom race since you neither get influence or loyalty. A 100% loyalty doesn't give you a guarantee just diminishes the chances of flipping. Only the rack does this, and I see the combination of both as a the result of an ongoing endeavour of this civ to entirely negate
[quote who="DMF" reply="109" id="3681954"] Wretched Cloning + Aul Harvester = +5 PG, That's what got me. [/quote] Hey what's PG? [quote who="DMF" reply="109" id="3681954"] Second, it was my intention to rename the Fleet Carrier to Co-Propulsion Auxiliary (or similar), so that's what the player will see on the map. [/quote] Yeah that would be fine. As to the other points raised, there is a difference. First off, I need to say that the w
[quote who="DMF" reply="104" id="3681835"] Not sure Majesty is quite the place, but it's okay. [/quote] That way I could split it away from more unsuitable factions, plus make it more a middle/lategame technology. Otherwise the situation could arise when a player gets to research an Invasion-technique having not even Planetary Invasion at hand. [quote who="DMF" reply="104" id="3681835"] I did sometimes find the 1PP farms irritating. I can't just build another fa
[quote who="DMF" reply="5" id="3681836"] Nope. Iconian vs. Carinoid continues on ad infinitum. Minor v. minor wars are so rare I've never seen it happen.[/quote] Ah ok, so the game definitely needs the two parties at the table to sign a peace deal [e digicons]B)[/e] [quote who="DMF" reply="5" id="3681836"] Also never seen the "can't attack minors" event. [/quote] It's not even included in the game, but it's contained in the data
Thanks I have it now. Just looking through it. You got some nice abilities to manipulate graphics & icons, some new icons seems to have been made by combining pieces of three individual improvement icons. Well done [e digicons]:thumbsup:[/e] Some errors: - Yor racial techs are missing & incomplete techtree. Error is here: Yor_Techtree.xml: &nb