DMF

DMF

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1) Many improvements, notably most Morale, should be made spy-proof. Way too easy for an invader to knock morale down so that Info War makes the planet fall over. Spies on others (notably on some GAs) cause the game to crash. 3) One thing to consider: You can make a technology untradeable to all, but you can't make it untradeable to some. Make a native tech too weak or restrictive, the AI will just go get an alternative. Now, as for making races d

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I couldn't stand it any more. Although the Notepad++ 64-bit notes say that there are no plugins for it, that's not true. I found XML Tools at Sourceforge, and spell checker here: https://github.com/Predelnik/DSpellCheck/releases/tag/1.2.14.2 It claims to be Preview level, but it's working just fine for me. Don't forget to download a language (dictionary) after you install the

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For about 3000 lines I was able to get FW to load with the changed files, but now it won't so I'm running them through http://www.xmlvalidation.com/ . It's finding several malformations, most of which I know how to correct, but * In techtree in the Espionage section down around line 7000 several blocks are labeled ... So is Espionage Computing or Culture? * Are the Krynn At

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Thanks. That clears a lot up. I didn't realize what techs are implicit in the super-abilities. That clears up most of my confusion, especially as to granting Advanced without the base. [quote who="Maiden666" reply="134" id="3682761"] Furthermore, Iconians do get Radioactive & Heavy Gravity for racial techs, I want them to be the top notch colonizers. [/quote] I went back and looked at the test game log for the third or fou

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[quote who="Maiden666" reply="131" id="3682650"] Quoting DMF, reply 130 How could Ico research its base techs (Rad. and HvyG) without the pre-requisite Extr. Col? Something must have happened in the past which brought them some technology on an unorthodox way. Liek they found remnants of precursor-archives and so on... [/quote] Bullcookies! The game is 9 months old. And creativity would only apply to techs that they could research, whi

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I don't mind racials being untradeable. I just want to know what's going on. Quoting DMF, reply 130 How did Ico and Kor obtain Toxic if they didn't research it and couldn't trade for it? Their Super-Abilities bring it. NO.&

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Windows Update installed a recent update that does this (don't ask me how or why). Google the desktop message for a solution. You will have to disable Windows Update.

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1) How did Ico and Kor obtain Toxic if they didn't research it and couldn't trade for it? 2) Why are some racials granted as Advanced rather than base techs? Only base techs are granted in the released versions. 3) How could Ico research its base techs (Rad. and HvyG) without the pre-requisite Extr. Col? 4) Are all racial techs (and their derivatives) untradeable? Check out the Invisible Hand text I posted above. <p

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[quote who="Maiden666" reply="126" id="3682533"] Quoting DMF, reply 123 the righteous. which, in this game, oftentimes are described as hypocrites & sycophants. Just read the neutral ethical tech descriptions. They still bully you to give you money but call it "peace efforts". They also have their fare share of evil, but are morally bound to disguise that or do only secretly. [/quote] So cynical. But probably realistic. It will make a di

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The Arceaen in the test game did okay in the colony rush, but not because of speed. The rush was mostly over before he got NCs and Starports up and running. However, he seemed reluctant to reach out for new opportunities. A very nice planet and two resources "behind the lines" went unexploited. And Korx got to a cluster he should have gotten to first. Speed buffs aren't going to cure that. They don't even come into effect until mid-game. It se

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How do you justify making InvisibleHand available only to Good civs? War profiteering is universally reviled among the righteous.

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I can't find any attribute that designates a ship component as "one per ship". Nothing in Cari's Guide or the wiki. I don't see anything in GC2Types that do it, e.g. on Righteous Might. ??

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Well, now, this is interesting. Just for grins I tried making a tech dependent on two prerequisites . It shows up kinda strangely in the tree display, appearing after both required techs (i.e. twice) -- but it works as expected! That's good to know. Have you tried it before?

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1) Something wrong somewhere. It should allow spies, and mines does. 2) That was a conscious decision. Not one that I was in favor of, but apparently some people abuse it. Frankly, it's not a big deal. 3) Sounds like a personal problem. ;) Be specific about what you don't like. Most of the changes were made to address specific problems that you might not be aware of, and might could use some explanation. Don't know.&nb

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Well that explains it, except that I thought does not complete Tech. Vic. Okay, I got another problem. Arceaen speed buffs are over the top. Their ships have historically been a little slow but very tough. In FW, they remain tough, but in mid-game they would seem to be the fastest around. From the start, Arc. have a string of 6 techs, each of which provides a sp

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Thalan StellarProduction enables a 1PP Economic Direction Unit. But on the build menu is that unit, and a second EDU that is not 1PP. In other words, I could build an all-EDU world. Please take a look at it. P.S. I built EDU1 on Thala, then used to enable all techs for the test, so maybe another tech is involved. I've started work on PlanetImprovements, so if you change it,

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Does the Korx Zone Extension Module also increase the distance at which the starbase can boost planetary production? StarbaseRange 5 BTW. The description of SuperTradeStarbases says that it doubles income. Yet this: Trade 50 Doesn't th

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Man, this one has had me hung up for a while. But now that I understand it better, I think this is a fair cut. What do you think? techtree Firewall Application Filter out the seeds of rebellion, with a nice side effect. The essence of this technology is the ability of software processes to contextuali

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[quote who="Maiden666" reply="112" id="3682077"] In the original game you're screwed as a custom race since you neither get influence or loyalty. [/quote] Hmm? I built a custom race from Yor based on the aforementioned game and it seemed to work just fine. The immortality comment was in regards to that game, not this one. ( I always wanted the GMs to introduce some form of mortality, but they never did.) AIS (BSE robot race) Citizens were built in factor

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Yeah, I missed that it's an attribute of the improvement rather than the tech, and just edited the previous post to drop the suggestion. (Which was NOT to replace Research with the others. I only saw the +5 Loyalty mod and thought it rather weak and out of keeping with the description.) So what is the XML attribute implementing the prevention of rebellion? I don't see one.

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I'm surprised at the Firewall Racks tech. Aren't Yor supposedly "nearly immune" to cultural subversion anyway? A racial +100% Loyalty? Ah, I see that's been knocked back to +50%. Looking at the Yor tree, I see that it's quite different. What were you trying to address with Yor? You've emphasized that they are essentially walking computers. I find this most interesting because for years I played a very similar artificial race in a space P

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Yes I understand about farms. We've talked about the AI farming mess before. FDC is fine where it is. Wretched Cloning + Aul Harvester = +5 PG, That's what got me. But after thinking about it last night, it's fine as organized. We totally disagree on Magic Carpet. First, that phrase only appears in the tech tree (despite the preliminary description above). Second, it was my intention to rename the Fleet Carri

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I have some problems with your re-purposing of Wretched Cloning. As described it has no economic purpose. Why spend the time, effort, and bc when the slavelings will do it for free? As an Aul generator it kinda made sense since you don't need to bring the new clone to full growth, but simply as a population enhancer it's way too inefficient and would only be implemented as a solution to a problem. But if the Korath recognize that they have a problem Aul Harvester

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Say, I'm using the 64-bit Notepad++ and it's got this really annoying autocomplete type-along popup. Do you know how to turn it off? I'm going to have to go back to 32-bit because I really need a spell-checker. My editor eye is seriously handicapped by the confusion of XML. (And this time leave the tabs in.)

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Gigantic hulls have no attachment points, thus are useless if Tech Victory is disabled. Hyperion Domination has moved from Thalan - where it was never very comfortable - to Iconian, where is just doesn't fit. So I've done this: Discovered Secrets Secrets of the Precursors applied to our ships. <Detai

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