A birthday present for me! Hooray!!
DMF
Never seen this. What version are you playing? Any mods enabled? Have you tried reinstalling?
Please don't clean the files of comments yet. I suppose they should be cleaned at some point, but I also suppose that we'll have to go back into them at some point and the comments I find very helpful in development.
Well, they're easy to put back. Don't replace the file, please. I made many changes to the text. Also, I've already found a text error in one anomaly. I guess at this point we should just play through it and look for bugs. FINALLY replaced my rapidly degrading video card. It was crashing about every 10 min. Started a GC III game. Not too sure what to think about it, but at least I'm able to play until I get tired.
I didn't do a controlled test of the defensive invasion tactics, other than to observe that they appear to work . Empirically, type 2 did seem better than no bonus. Something we'll have to check. Also need to check Spy (Krynn) without Super Abilities enabled.
I don't know what the deal is, but XUP won't accept the 71MB zip file. First it wouldn't do anything, then kept resetting the connection. I'll try to email it. Gmail took it, stashed the file on Google Drives, and embedded the link in the mail. Let me know.
Also tweaked some Invasion Tactics: * Antimatter Bomb - AMBs are smaller so have a more tactical use, resulting in less max PQ damage and more min Improvement damage. * Biowar now has a primarily PQ effect. * Changed the name of Core Detonation to Deep Detonations. Getting a bomb to the core is not even a fantasy. (Even if you could it would take too long.) * Resistance is futile! Just noticed this. A
Changing the protection of Subspace Rebounder from 5 to 7 because 5 (or 6) makes it worse than the preceding tech. It's supposed to be a bonus.
Well, I'm just about done. Did we upload through your file exchange last time? If so I'll try it again. Call this FW 0.70.
Sorry, can't see it. The site blocks my ad blocker.
Okay, I think I have Command Hull successfully renamed to Auxiliary Hull and Fleet Carrier renamed to Co-Propulsion Auxiliary, but it's something you should check. In GC2Types you have many modules defined as Sensors, e.g. Is there a reason for that? Or does it matter? Guardian Hulls can't fleet (they have a Logistics value of 99). Does that mean that the Or
I'm done with PlanetImprovements (save for trying to explain why Altarians have Drath Temples). This was a lot more involved than I'd estimated. I really should make another pass at TechTree, too. Now what else has been changed a lot?
What does affect for the Secret Police HQ? If it's Loyalty, there is already this: 27 10 It's not Loyalty, but global Approval. I found this post from Gaunathor:
I suggestion on the icons, if you don't mind. The InitialColony icon I explain as a city built around a giant colony ship, and indeed the icon looks like that. Unfortunately for that explanation, the major and minor civ capitals look essentially the same, while all those capitals actually are cities formed without the core of a giant ship. Maybe - at least for the MinorCivCap - it could use a different icon. Something like a re-colored Aphrodisiac?
Two problems with the Spy Super Ability. 1) If you turn off Super Abilities, then Counter Espionage (CE) is not defined (appropriate, I suppose) but Superior Espionage, which is supposed to require CE, is defined and granted, enabling the entire Spy SA tree. 2) If you define a custom race using the Krynn tree but without the Spy SA, then no spy is ever enabled. I've tried a couple of fixes to these, but none were satisfactory. Not a huge p
Out of curiosity I tried PlacementLimit 2. Works fine. I wonder if there's anything it could be applied to. Hmm. Two Starports? Might be a blow against the 1PP bug.
Am I figuring this wrong or is it a bug? Capital = 24mp Fusion Reactor = 12mp plus a bonus reactor is sitting on a 300% tile - should be 36 more but Summary shows it as 30 24 + 12 + 30 = 66 , which is shown in the Summary The 10% bonus is acknowledged in the Summary, but never applied. World has no moon or outside influences, unless there's a racial bonus I'm missing (Altarian). 33% on the Military and Social sliders, yet <strong
Arcean Stellar Forge does not in fact "nullify" the cost of Construction modules. It decreases it from 50 to 10. I've made the change in the narrative.
How do you implement the Module cost => 0 for improvements such as Space Truckers Guild?
Anyway, ShipMoveBonus <td style="width: 588.25pt; bo
How the hell does one delete a table from a post in this furshlugginer editor? Or delete a post?
<td style="width: 588.25pt; border-top: none; border-left: none; border-bottom: solid windowtext 1.0pt; border-right: solid windowtext 1.
There are two Xeno Brainwashing techs defined in TechTree - one around line 530 the other near 4675. Only the first is passed into the race trees. Here is the second: Adv. Brain Washing Total protection against cultural subversion. ... <Cate
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 keyed to the name?
Nearly done with . I hope I'm catching all the cases where the description of the tech and/or improvement no longer matches what the thing actually does. A question: have you made substantive changes to GC2_Conversations and the flavor texts? I'd love to replace them entirely. IIRC, Conversations was a long PITA to fix. Oh, and how wedded are you to your replacement of the vanilla BriefDescriptions in PlanetImprovements with the