DMF

DMF

Joined Last seen Member # 378107
2 Posts 412 Replies 3,432 Reputation

Yeah, I saw that. The +2 PQ increase, when it happens, does not translate to two tiles, at least this early in a game. (That's always bothered me about this type of test.) Okay, maybe the +2 fix isn't great, but it's better than +1, until proven otherwise. Fortunately, I don't expect that many games will go long enough for this to matter.

250 Replies 781,592 Views

[quote who="Maiden666" reply="210" id="3686921"] No, this is wrong. You got something mixed up. If you research the Iconians tree you'll have, at least, +105% PQ. If you then build the Synth Land Creator it will give you 2 tiles, not 1. And it doesn't matter if you're below 100% because above +50% you get an extra tile every second Land Creator. Maybe you don't know how Planet Quality works? In Twilight (and I think, also DA) it will also work dynamically during the game, not

250 Replies 781,592 Views

[quote who="Maiden666" reply="210" id="3686921"] The Gaia Vortex also increases planetary food max to 15 (not 11) [/quote] A language impedance mismatch. Volume knobs are typically scaled from 0 to 10. "Turning it up to 11" is literally impossible, but so is "putting out 110% effort." Ever seen the movie Spinal Tap ? [e digicons]:andrew:[/e]

250 Replies 781,592 Views

[quote who="Maiden666" reply="207" id="3686896"] What you're missing in your calculation is the Planet Quality-ability. [/quote] I'm not missing anything. I've tested it. Each Land Creator adds ONE (1) new tile to the world it's built on, and does not change the racial PQ ability at all. [quote] In short, the Iconians TechVic-bonus nets them around 7-15 (grossly estimated...) extra tiles on all planets they have.[/quote] Which has w

250 Replies 781,592 Views

Another strangeness in this galaxy layout. There are four minors - three of them within three parsecs of each other and all within spitting distance of the Korx homeworld... I don't really dislike the Thalan design. I just find them frustrating as hell to play. In the early game at high difficulty the economy is so weak that the AIs consider them a walkover, even with decent military rating. IIRC, I backed out of at least 4 declaration of war (Ar

250 Replies 781,592 Views

I got caught up in another test game - this time as Thalan. I'm not thrilled with how the Thalan plays. The reason I got into the game was that I noticed there were seven resources (including two green and three (!) red) within two grid squares of Thala. Then I found out that Thalan starbase usage is fubar until you can get Hyperion Weaponization - which is so expensive that I couldn't get it until late in 2229. I do like how the Hives are cheap and low-yield, and I also l

250 Replies 781,592 Views

I have to question the point of the Synthetic Land Creator with PlanetQualityChange = 1. Yes it is spammable, but if you used it to enable all those dead tiles, they would be full of Synthetic Land Creators. So net effect: NONE, except the waste of resources to build them. Have you tried it with PlanetQualityChange = 2? That would actually do something.

250 Replies 781,592 Views

Shrine of Tandis is no longer a Super Project but a 1PP(!). Yet it still has a Loyalty Ability bonus. Doesn't that mean that every Shrine built increases the racial Loyalty by +25% ? --- I tested it, and it grants a local Loyalty Bonus: 25%, but I can't tell if that's from <span style="text-decoration: line-th

250 Replies 781,592 Views

For a player, it makes the branch more likely to be researched completely and quickly. I hope the AIVAlues are enough to lead the AIs down the same path.

250 Replies 781,592 Views

Korx Shadow Syndicate has the same econ bonus as the Stock Market that it upgrades, adding only a morale bonus. This makes it essentially a morale upgrade. Was that intentional?

250 Replies 781,592 Views

Even on the recent engines? (I think you described something like this in a series of posts early this year, but IIRC you were using DL.)

9 Replies 27,183 Views

[quote who="Maiden666" reply="195" id="3686459"] and all tradetechs were granted like they should. What am I missing here? [/quote] I don't know. I can make it happen by changing the order of the declarations. The files I send you will have them in the order that works for me. So we should consider this a non-issue for now. When I get some time, I'll send you detailed instructions on how to reproduce. The instructions in post #177 are ope

250 Replies 781,592 Views

[quote who="Maiden666" reply="196" id="3686462"] Quoting DMF, reply 193 By editing the .raceconfigxml file and manually importing the techs. The Techs tab looks angry, but tough cookies! I wanted a Drengin Trader, so I made one. I won't comment on the limits of the Custom Race definition dialog. <

250 Replies 781,592 Views

[quote who="Maiden666" reply="189" id="3686423"] Quoting DMF, reply 186 I note that the Plague and Disease Cures just below them are flagged 0 I suppose that you intended for those to be non-tradeable since they are racial grants. Only for Yor are they racial. They get them baseline because as robots they are immune to biological disease. That's why these techs differ in their style in the Yors tree. [/quote] Negative. They ar

250 Replies 781,592 Views

[quote who="Maiden666" reply="189" id="3686423"] Quoting DMF, reply 184 How to I change the number of Ability customization points available to a Custom Race? (I've created a race of Drengin Slave Traders and 20 points is too many with the Drengin techs enabled.) Neither do I understand that. How are you able to get the Drengin techs when using a custom race? A custom race doesn't get these techs but can choose from 200 RP which isn't much to begin with.... [/qu

250 Replies 781,592 Views

[quote who="Maiden666" reply="189" id="3686423"] Quoting DMF, reply 184 I tested it again. The Trade SA techs MUST be declared before the corresponding vanilla techs (esp. Trade) or they get attached to the disabled SA prerequisite. Remember this: "The first satisfied or the last unsatisfied tech declaration is the one that has effect." I don't understand this. How are you able to get Trade [tech] before the SA? [/quote] I thin

250 Replies 781,592 Views

SuperProject Artificial Slave Centers is supposedly one of those that like Galactic Bazaar is recognized by the program by name. It as a multiplier, 0.3333 but no specification of what ability the multiplier is applied to. Text says that it is Military Production. Well, in a test game I built it. It contributed the explicit 18mps and 10% PD, but nothing else.&nbs

250 Replies 781,592 Views

Thanks for your work. I'll try it. Any possibility that it works with mods? And I change the mods files continually. Copying them to some other location may not be worth the hassle.

7 Replies 54,832 Views

In the Minors tree, all the Trade Goods are flagged. 1 Given the recent confusion about the meaning of the flag, I have to ask if you mean that they can be traded, or cannot? I note that the Plague and Disease Cures just below them are flagged 0 I suppose that you intended for those to be non-tradeable since they are racial grants.

250 Replies 781,592 Views

Fascinating data set, but there's something going on. Players winning 12-15 games per day on Gigantic/Immense-Suicidal in less than a year. And with very respectable scores, all by Conquest. Heck, it takes that long just to work your may across the map! Fishy. Let me suggest that the data is not representative of actual games. I'm even more intrigued by the number of very long games.

9 Replies 27,183 Views

I'm not familiar with Galactopedia at all. It sure would be nice to display the tech trees for Future Worlds, which are very different from each other and from the previous. If you care to chase down the author, I'd be very interested in the result.

7 Replies 54,832 Views

Huh? The post is unanswered and only a few months old. With luck the poster will come back on the notification. I'm shocked at the stats. Is there any way to break down by universe size? I play on very large canvases and almost never get a military vic. Usually Diplo/Political or if I'm getting impatient, Tech. OTOH, I can see Conquest on small canvases, so ?

9 Replies 27,183 Views

The Korath Xeno Slavery description says that their long-range plan is to replace sentient-based slavelings with clones. Fair enough. But it is Drengin that come up with Artificial Slavelings. Korath never get the tech. Is Wretched Cloning enough? Well, they can get Artificial Slavelings in a different form as an Ethics tech. But what of their great cloning project? Wretched Cloning is merely a Pop

250 Replies 781,592 Views

[quote who="DMF" reply="177" id="3685059"] Now you've made me doubt the validity of the definition sequence proposition. I'll have to test it again.[/quote] I tested it again. The Trade SA techs MUST be declared before the corresponding vanilla techs (esp. Trade) or they get attached to the disabled SA prerequisite. Remember this: "The first satisfied or the last unsatisfied tech definition is the one that has effect." -----------<

250 Replies 781,592 Views