Sorry no clue, but that looks quite ugly. Maybe just drop the accent?
Maiden666
Personally I prefer http://www.xup.in/ because you can host even without having to make a registration. and if you register - which puts you into the position to be able to organize your uploads, they won't sell your email-address and you won't receive ads.
perhaps. because of tech-inflation and also, if you've offered multiple techs, de-evaluation of prerequisite techs [e digicons]:O[/e]
[quote who="DMF" reply="1897" id="3655490"] I really have doubts about reactivating the 300% Food tiles. One Altarian planet has one Adv. Farm and a pop cap of 32B. He's never going to be able to sustain that pop. [/quote] The planets population growth should come at a natural stop once moral decreases to bewlow 40%. The real question is whether the Altarians take this isolated bad-morale-planet to adjust their global sliders to compensate this? I don&#
[quote who="DMF" reply="18" id="3655487"] Researched Xeno Intimidation. Diplomacy now 89; Korx 74; Altarian 80. Ran a turn to let things settle. Korx refuse triple RPs plus 5900 bc for Research Centers. Altarian accepted quadruple RPs for Expert Logistics. [/quote] which techs did you offer?
[quote who="DMF" reply="1895" id="3655439"] They do? I'm not seeing it. Maybe a square or two, but barely noticeable. Not entirely sure that I disagree with the current implementation, though. [/quote] 10% range from techs equates to 2 of these little squares (if you play with Grid enabled). The correct ingame term would be "parsec" while the big 15*15 squares are "sectors" [e digicons]:thumbsup:[/e] . So these bonuses don't do that much but t
well automatically he's not going to add credits, for that you've still got to click on his money if the conversation is still written in green letters after offering a barter what did indeed go overboard from CU 2.20 onwards was the individualized WillingnessToTrade-tag in each unique techtree. as of now, all races will trade the same techs for the same value - the major thing that makes a difference is the discrepancy in diplomacy.
@abelisari it'll still take some time for v0.5 but for now I can tell you I took your advice and've taken a discrete look on the starting sensor-balancing and think I got it down even to the point no more frustration will arise even without picking one of the distribution point perks or political party. for one I've expanded the sensor-branch and sorted its content and made a real tree out of it, so you can quickly get to the stuff you plan to use. secondly
[quote who="DMF" reply="1882" id="3654677"] The Eyes of the Universe got a slight reduction to its Sensor bonus (6 to 5), but has its AbilityFactor back in exchange (+20%). [/quote] [quote who="DMF" reply="1882" id="3654677"] Which accomplishes exactly what? [/quote] It magnifies all base-sensory range. For example with an ability_factor of 50%, a base +2 sensorrange will be 3. [quote who="DMF" reply="1882" id="3654677"] Hard to judge the effec
Hey DMF - didn't have much time the last days so I thought I'd rather focus on my mod [seriously, the more I work the more ideas come to my mind - this way I'll never get to be finished... [e digicons]XO[/e] ] but I'll be happy to return to the CU and if only to integrate whatever changes you are currently working on. [e digicons]:beer:[/e]
[quote who="abelisari" reply="9" id="3654492"] Wow, just began a new game, and I'm really impressed. The Iconians are very well characterized, starting abilities and techs are harmonized and very interesting; I have to say the starting planetary improvements are very powerful compared to the CU[/quote] Thank you :) Well, the Iconians in Twilight always had quite strong starting improvements so I thought I would expand that concept a little bit further. However, in ord
The latest versions are: Dread Lords 1.53 Dark Avatar 2.02 Twilight 2.20
[quote who="Gaunathor" reply="1878" id="3654287"] There are only six unique groups of models for missile weapons. Possibly only five, because I haven't tested the s0_photonTorpedo group. It could be that it doesn't even work, or, if it does, that it looks exactly like the s0_photonTorp group. Even if it is unique and works, it wouldn't be enough to give all ten types of missile weapons a distinctive look. [/quote] That's not what I'm asking for... <p
v0.4 is up! Filesize is dramatically increased to 40MB, mostly because of new icons/querries for improvements, and gimped up pics for all ingame events. I've cleared out a serious bug - Anomaly that gives a planet - will cause a crash if any AI encounters it. The Stock Race design is finished incl. starting technologies and all techtrees have now their final core design. However, I'm still planning to add some content to most of them: - A branch to increase sta
[quote who="DivineWrath" reply="1875" id="3654175"] Ship suicide is not a problem unique to starbases. They enemy will also suicide themselves against fleets defending a starbases by being on the same tile, or suicide themselves trying to attack a fleet of troop transports that happen to have another fleet in the same tile defending it. What we really need is to change AI behavior (which is probably beyond our means). [/quote] The problem is simply mostly vivid when starbase
Sorry for late reply, was a bit preoccupied. First off, thanks for the new update - didn't have time to look into it so many remarks will be attributed to the previous version - so if things are adressed that've been recently changed simply ignore it. Spend basically most time examinating the weapons tree, finished MD & Missile so far, Beam I'll do this night. Let me point out a few minor issues: - The model-progression from Quantum Torpedo onwa
[quote who="Gaunathor" reply="1866" id="3653743"] Sounds reasonable. We could apply this to the Shrine of the Mithrilar, too. It has the same potential issue. [/quote] Agreed. Having a shrine actually put out raw production feels a bit strange - I'm always inclined to think manufacturing products or goods is more happening in factories themselves whereas power plants etc help to boost it by providing an energy-advantages for the machinery. In the case of the Shrine - it
[quote who="DMF" reply="1865" id="3653733"] For instance, an FPP would have a 10% bonus, but also produce 4 pp. [/quote] This approach creates the problem that, then, the AIs perceive these improvements as real factories and will place them on correspondending bonus-tiles. And because their AI-tag is higher the AI even prioritize them. If the added raw production is lower than from conventional improvements then this will actually hurt his production. That could be solved b
Well, one thing I'd like to know is if the term "humans" should be written "Humans" in dialogue or not? In the vanilla GC2_Conversations all entries were "Humans". Right now their all "humans". All other racenames start in upper case - "Altarians", "Drengin" etc pp and "Earther" is also still written like this. So it's really inconsistent esp. if a few racenames are written in one sentence (I've seen this last week somewhere, can't find it, but that raised an eyebrow t
[quote who="Gaunathor" reply="1860" id="3653472"] The SB sensor modules do need a look at. I wasn't happy with there being only one module, unlocked almost at the end of the sensor techs, and less powerful than the combined bonus of the original modules. The vanilla setup may not be perfect, but it provides a nice progression. Still, what to do with them? Speaking of progression, I increased the cost of the sensor techs from 100, 200, 300, 500 to 100, 500, 2000, 4000. Basi
Thank you very much for the new version [quote who="Gaunathor" reply="1858" id="3653295"]I've also added AddTradeRoute01 back in. No idea how or why, but it's actually working again. On a whim, I've been trying it out earlier with the Korath, and the number of routes increased from 3 to 5 after the proposal went through. Once I researched Advanced Trade, I had 7 trade routes. There must have been an error in the proposal, when we were testing it back then. I can't expl
[quote who="Gaunathor" reply="1853" id="3652992"] Actually, I made the fleet first, using the Bubbleship, the Flagship, and a space miner. The TS got added later, once it was ready to be deployed. [/quote] I see. So there's yet another instance in which the patch doesn't apply... guess they never tested that patch out before it was applied. [quote who="Gaunathor" reply="1853" id="3652992"] Reducing the cost seems fine. However, I can't quite agree wi
[quote who="DivineWrath" reply="1849" id="3652791"] I guess ship quality bonuses can be made exclusive to the Arceans. The AIs weren't good at taking advantage of those bonuses. Not very balanced if I'm the only one in a game that knew how to exploit those bonuses. [/quote] that's true but that does actually qualify for a whole boatload of other stuff which a player that knows about game mechanisms can utilize so much better than the AI... for example, al
@ DivineWrath - basically all items you mention have already been adressed in some of the 6.1.2 revs. Just get the latest and see if you like the solutions. [quote who="Gaunathor" reply="1847" id="3652656"] Hm, didn't Terror Stars get changed to not be affected by Warp Bubbles in one of the patches? I'm pretty sure of that. Found it: "+ NEW: If a terror star is added to a fleet, it NULLIFIES the effect of fleet speed enhancing modules such as warp bubbles."<br
have this occasionally, too - always in conjunction with a manual start of windows update (on win7). after the whole ul/dl of checking my current system is done a list of available updates should be presented but once in a while it doesn't do this. instead winupdate goes static and one svchost.exe runs one core @ 100% - for hours! if I manually kill it the internet-connection goes along with it - but that is the only way to actually unlock the core; closing winupdate etc wo