Maiden666

Maiden666

Joined Member # 3434576
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[quote who="DMF" reply="1966" id="3659280"] You thinking of GC2Converstaions? (What else?) [/quote] Just out the top of my head, Techtree.xml, Events.xml, UPIssues.xml, PlanetImprovements.xml, StarbaseModules.xml & InvTactics.xml - basically everytime a line specifies a value which is already the default value if no actual value is defined at all. For example, in Techtree.xml (ONLY the general Techtree.xml, not the individual techtree-files) &

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Sorry for late reply, have been sick a few days Here's the link of a new version, incorporating all the changes DMF did do plus most of the stuff which has been debated about on the last 3 pages before this one. http://www.xup.in/dl,14921514/Community_Update_6-2-0.7z/ Changelog:<

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thanks I'm right on going through it all What's the change on "Minor flavor change (model # updates) for Photonic Torps II,III." in GC2Types.xml? I can't find a tag-line named "updates"...? I've changed the description of the "Vengeance Scanner" from Provides a 33% boost to attack for ships in the same fleet. to Provides a 30% boost to att

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[quote who="DMF" reply="1956" id="3658541"] So how to attach OCC to Defense Industries (or some other non-standard tech)? Does one need to clone OCC just for them? [/quote] That's not possible, a building can always have only one single target-technology. That's why it has to be Space Militarization, where it will be easy to clear out any unwanted bonuses. I could actually turn Space Militarization into Defense Industry itself, since it's not tradea

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[quote who="DMF" reply="1954" id="3658497"]I don't recall it being mentioned, but there's no Orbital Command Center in the Thalan tree. Unacceptable.[/quote] It should be easy to give them the "Space Militarization"-tech, especially because they've got too early access to weapons anyway, namely someone removed the "Space Weapons" & "Space Defense" techs for no apparent reasons.... [quote who="DMF" reply="1954" id="3658497"] Not sure how much is left to edi

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Is here a Neutral- or Good-aligned player that actually uses Military Starbases and attaches the military ship-support modules? These currently do still cost 500 bcs each, a maxed-out SB demands perhaps around ~7000bcs, ofc not counting the constructor-costs which may be around 2000 production spend. That seems to be completely out of line. For that amount of money/prod I could have several state-of-the-art warships. Given that SBs are entirely immobile what's their advantage here

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BTW I'd like to give all races a unique Trade-branch, not really doing things differently mostly for flavour. The Drengin & Korath already have their "Slave"-trade, and Yor distribute energy. What would be thematically fitting for the other races? Torians perhaps something related to water, some rare isotope found in the oceans, or something found only in the deep sea? Drath & Korx maybe weapons or military-related stuff? Arceans perhaps basic ship parts? I

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Okidoki the new invasion techniques got finished, this time I choose to release it as a patch (address in the OP) since the changes did affect only a very few particular files. Good luck & happy invasion [e digicons]:grin:[/e]

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[quote who="DMF" reply="76" id="3658298"] Now there's an idea. Allow several levels of the 'same' tactic. Different prereqs, different costs and effects, more or less the same explanation. Possibly different max levels for different civs. [/quote] That's interesting but it would quite artificially blow up the Invasion-branch, and I'm not sure that's not something I want. These techs come under the "Weapons"-label and most AIPs pick u

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[quote who="abelisari" reply="73" id="3658216"] I don't know if it is possible but it could be nice if the effect of the chosen invasion tactics could be different on different civs. For example tactics based on weather control or biological weapons could be ineffective on Yor, while the ones based on EMP or similar could be devastating. [/quote] Not possible, the game and its mechanisms stay the same for every civ [quote who="abelisari" reply="73" id="36582

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Sorry for late reply. Somehow the "go to last reply" arrow still brought me to p.78 [e digicons]>:([/e] [quote who="DMF" reply="1951" id="3657988"] Just so I'm sure I understand, it doesn't affect Trade Revenue, but does affect the perception of Tech Trade offerings? [/quote] Yes. It has nothing to do with Freighter-income. But will affect everything you barter in the diplomacy-screen, that is, also Peace-deals, Treaty-exch

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the options of what you can do with invasion techniques is somewhat limited to: Bonus: either [increases own roll] or [decreases defendants roll] or [convince enemy troop to join you] Tradeoffs: (not mutually exclusive) Cost in bcs Influence penalty Improvement survival penalty PlanetQuality penalty negative numbers aren't possible - would've been fun to gain bc per successful invasion ("Plunder") but the game conv

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[quote who="DMF" reply="69" id="3658128"] Aquatic? - Drop or land troops in the ocean and they come ashore unexpected and undetected. Like SEALS. Torian only? [/quote] That's a good idea, and may also fit in very well with my current Torian outlay. So it would be the Torian version of Stealth-combat, giving them an advantage/surprise-factor. I'll immediately go on the search for a fitting icon, but that will be a hard one... underwater alien soldier

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Heyho, anyone got a good idea for a few futuristic additional invasion techniques? I'm currently working on those so I'd be all all ears. So far there are those: Tactical Beam Barrages - (general) Tornado/Storms - (Arcean on Weather Control) Temporal Warfare - (Thalan; perhaps Yor/Terran and some more) Anti-Matter Bomb - (general but only on destructive civs) Nukes - (general but only on destructive civs) EMPs - (gene

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Not really because the game doesn't keep a history/log of what is already build on a planet. So if something has a placement limit of 2 then you can't put 3 of them into the queue at once ... BUT you could enqueue 2, then delete 1 - which will reset the ingame counter, so afterwards you could, again, place another 2 of them in the queue where there already is still one (or already built on planet, works both ways). In other words, you can place them in an unlimited num

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[quote who="DMF" reply="1948" id="3657935"] Have AbilityTypes above 30 been documented? e.g. improvements Freighter Command, Mercenaries [/quote] from english.str [Ability30] Home Planet Quality [Ability31] Colonize Heavy Gravity Worlds [Ability32] Colonize Aquatic Worlds [Ability33] Colonize Toxic Worlds [Ability34] Colonize Barren Worlds [Ability35] Colonize Radioactive Worlds [Ability36] War Profiteering [Ability37] Persist

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[quote who="DMF" reply="63" id="3657921"] * A small defense bonus to Recruiting Centers simply because the description saves that they exist to produce soldiers (putting the equalizing bonus on the City is a better solution for the overall problem). [/quote] Fair enough [e digicons]:andrew:[/e] [quote who="DMF" reply="63" id="3657921"] * Change the PlacementLimit on PDs to 2. This lets a player increase the effective defense of the world, but at a s

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Both abilities are hardcoded and thus, tied 100% to its InternalName-tag. There are a number of other buildings which have this mechanism, amongst them NoMercy, SecretPolice, Re-Education, PropagandaCenter, CounterEspionage The Bazaar works I tested this, the way it works is similar to the SuperDiplomat-SA, its bonus is shown nowhere ingame but it will multiply your techofferings and is thus, far stronger than ordinairy diplomacy-bonuses, esp. in a developed game when the builder

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[quote who="DMF" reply="61" id="3657830"] Are you keeping the same backstory and racial histories? [/quote] Yes. If any significant variances from the official CU or vanilla game will occur, then over the course of a future technological development, that is the way I understand the ability to research new technologies also may have an impact on the evolution of said race. And there's still so much unused potential, just half an hour ago I got this idea that the

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Well it's been close to a month and the additional content awarded the new rev. Guess when you're back 0.6 will be up. [quote who="abelisari" reply="59" id="3657814"] I guess the spell check DMF is doing for CU is still not included right? [/quote] Let him finish first, but I'll be having a hard time integrating this... he didn't write a changelog so I need to manually find all places... which could take weeks... the question is if it's even neces

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please delay any downloads for now I just found a severe bug regarding the troops-module I'll host the new rev in 2 hours or so [e digicons]:S[/e]

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All the -tags in RaceConfig.xml are currently referring to a non-existant path; eg: Gfx\Race\ Small \RaceLogo0.png (no such "Small"-folder exists in any iteration of the game...) Apparantly that line seems to be non-functional, although I didn't do much testing on it. Setting it to the standard logo should be the most sure option. Just posting this here a

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[quote who="DMF" reply="56" id="3657679"] What, you can alter the ZoI of starbases? I'm shocked that no one has exploited that in a mod![/quote] Maybe because Cari's guide listed it as "not implemented". However, I backchecked all these possibilities and while most turned out to be not working, or crashing the game I got this one working - although the game did display a "String Not Found"-error on the SB mod-dropdown list, but I could create an corresponding entry

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[quote who="abelisari" reply="54" id="3657603"] So am I at the moment, I'm enjoying playing with them, it feels very different from the CU Humans, more ... alien Hope to find 0.5 after finishing the actual game, I want to try another civ; which ones will be ready for a play-through? [/quote] I just finished the overhaul & rebalancing of the complete ethical-alignment bonuses of all civs, something that is rather incomplete in v0.4. Also, all colonization-

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