[quote who="DMF" reply="101" id="3681725"] How are you using ? It used to be the universal prerequisite for Massive Hulls, but your new description implies that it exists to convey the Hyperion Shipyard project. Is the split between hull size and hull quality branches, breaking the relation with Massive hulls makes sense. Do all races have access to Hyperion Shipyard and Fort. III through Massive Hull Building? Do all races have a
Maiden666
[quote who="DMF" reply="98" id="3681419"] How is the anomaly "You receive +n on all three weapon/defense types" expressed? I got a couple of those, but on a ship with e.g. a single Laser the Beam rating is still 1. Applied directly in combat, thus not visible? [/quote] The effect will only start working if you upgrade such a ship, and only carry the bonus if, at least, one mod for each individual weapon- or defense type is present. So if you get +3
Yeah, Minors aren't included in the United Planets so most decisions shouldn't affect them. Just to make sure that I understand this correctly - if a Major is engaged in a war versus a Minor civ then that proposal doesn't end this war? Or are only Minor-vs-Minor wars unaffected? However, there "is" a UP proposal that would have done something far more valuable (taken from Cari's guide): "15 Minor races are not allowed to be attacked" but, unfortunately, doesn't
Okilidokili.... new version v0.65 is UP!!! This build integrates the bugfix and the v0.62 patch into the main v0.60 main version. This should make it easier now to install all the latest stuff without much trouble. Denis, I've tested this version extensively for bugs, however only on my machine. If you come across anything awkward just forward it, then I'll take a look. [e digicons]:digichet:[/e] <
[quote who="DMF" reply="95" id="3681103"] I see the other designs in the initial shipyard, but not the Colonyship 500. AFAICT the AIs don't have a problem finding colony ships to build. I'll wait until you post the update before I start poking on it. And before I start on the text. [/quote] Yeah ok, let's delay that problem with the Colonyship until I post the new version. Let's see if I can do that this night. The AI will always design its own ship
Super Manipulator is indeed a very weak ability for the player. For the Drath AI it does make sense because the Drath are, more or less, a civilization that is weak initially but seem to rise to considerable power once the first military buildup causes overall wars.
Hey the link doesn't work for me. I get a 403-error message. Any idea how to solve this?
Well sorry been away for the long weekend and shall start to incorporate the updates to a sole build ASAP. [quote who="DMF" reply="93" id="3681021"] Delaying starport construction. Most interesting. This is very good! I've only played 6 months with two opposing majors, so still a lot to discover. [/quote] The starport delay is super-effective AI buff because it prevents most AIs from going broke during the first half of the year. It also gives
Yeah well, the new version for the official CU has been sent to SD quite some time ago - so we need to wait until this has been officially released and go from that point on forward if there should be any more future changes. In other words - the ball is in SD hands. No idea if this is ever going to happen.... just stay tuned [e digicons]:beer:[/e]
Hey DMF, good to read from you again! How have you been? I'll get the new version up by the week-end, gonna integrate the latest 2 patches into it as well. I don't have that "string not found" error in neither 6-2-2 nor 2.20...
How is your 'Extreme Planets'-setting in the galaxy-creation setup? Extreme planets generally tend to have a higher PQ than normal habitable worlds.
No problem mate all games tend to get boring after a while. I've been playing FW in January with, at least, every Stock Race in order to make some finer adjustments balance-wise and found some issues (mostly with the Minors) but not enough to award a new upload. Still have a list to work down but currently enjoying soime other games (I think I'll get addicted to FTL^^) [e digicons]:beer:[/e] [e digicons]:beer:[/e] [e digicons]:beer:[/e]
Planet Quality does indeed hardcap the target population of a planet. You can read out from the list at the bottom of this link https://www.galciv.wikia.com/wiki/Population how a specific PQ influences that. The wikia is quite outdated and alot of infos given in there isn't accurate anymore, but that specific info is still true - even in TotA. edit: and BTW, it only limits it
Alignment is a factor because evil nullifies the cost of all SB modules. So they wouldn't be affected by this extreme situation. I've reduced the cost down from 500 to 100 in most instances, but that was done a month ago so it's already included in the latest full release. In FW I've gotten rid of most -specifications so it's possible, once a decent amount of technologies has been gathered, to build starbases and start by installing th
Here's a tiny bugfix release; extract the unziped "data"-folder into the "Future Worlds"-folder and accept to overwrite any old(er) files. http://www.xup.in/dl,18665033/data.7z /
Happy New Year to everyone! New version is up, involving much too many changes to list them all, but the major ones are outlined in the OP as [NEW] Much fun playing and best of luck! [e digicons]:moon:[/e]
Here's the new 6.2.2 version (use it like a MOD) http://www.xup.in/dl,22683935/Community_Update_6-2-2.7z/ and the (complete) changelog: StarbaseModules ============ Deleted "SectorScanners4" GC2Types ======== "canon" respelled as "cannon" throughout. Minor flavor change (model # updates) for Photoni
Contact Customer support, I'm sure they can help you out. If I remember correctly other folks had the same problem, it seems like the CU update has been incorporated into the Ultimate Edition but not the TotA-standalone - at least, not at Stardock.com. In the meanwhile you could simply apply the latest CU release and play it as a MOD - for sandbox-mode there won't be any difference (just don't touch Campaigns or Scenarios)
You need to register your product at Stardock and then should find the latest version in the "My Downloads"-section.
Yes, I manually corrected the issue. I searched for other instances of this special char but Techtree.xml held none. However, there are potentially dozens of such chars which won't be properly displayed in Notepad++ so I have no clue how to intelligently filter them out... can you remember more places?
You always get all techs if you cheat them to you via either ctrl-alt-R or M, even those which should normally be locked out via a ethical decision. They also don't display correctly in the tree and overlay meaning you can't select some of them manually. There's nothing we can do about that. Which characters and from what techs are you refering to, I'd like to see those if possible.
[quote who="DMF" reply="1973" id="3660091"] I don't know if this comes under the heading of tech trading, but early on Terran was pretty weak and kept getting hated on by those you might not expect it from (fellow Neutral Arcaean and paladin Altarian). So I talked the Drengin and Yor into attacking them. It was too easy. Later when I attacked Altarian, Torian and Iconian wanted to help them so I got them to fight each other. Again, way easy (but by that time I
[quote who="DMF" reply="1971" id="3659570"]Any particular race you'd like to see played in the next test? [/quote] Doesn't matter - just keep your diplomacy-rating on an equal (on average) level than your trade-partners. And don't use the Bazaar^^ As for the AIs, there's nothing much we can do to influence their tradeing. I don't even know if they use the same values when tradeing amongst themselves, they do have some ways to bypass the c
[quote who="DMF" reply="1969" id="3659538"] I really don't know what to say about TechTrading. As you know I found trading very difficult as Drengin. But now as Terran, without an overwhelming advantage in Diplomacy, it is pretty easy, and the AIs are doing a lot of trading among themselves - more than I remember seeing. Even the Diplo-deprived Thalan traded for standard factories so I've had to force him to build his own stuff. I really should
okidoki, I've found a way to let Notepad++ do all the decluttering of redundant tags so it went swift: http://www.xup.in/dl,19143423/Community_Update_6-2-1.7z/ Changelog: Cleared the following files of most redundant code: TechTree.xml; Events.xml; InvTactics.xml; PlanetImprovements.xml; RaceConfig.xml; StarbaseModules.xml; UPIss