DMF

DMF

Joined Last seen Member # 378107
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Thanks for the link, I thought the Wiki was kaput. But there isn't much in the Data Modding sextion that I didn't get from Cari's Guide. Even the list of Abilities is old (1.2). When I'm feeling magnanimous, perhaps I'll update it.

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[quote who="Maiden666" reply="1959" id="3658671"] 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"...? [/quote] The model numbers in the flavor texts weren't incremented. [quote who="Maiden666" reply="1959" id="3658671"] is most certainly incorrect, otherwise the tag would have to look like this . However, the question is whether the desc ac

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Check your email. Just sent the whole Data folder... I haven't actually run a game with this folder, but it should be okay. Let me know what you think.

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[quote who="Maiden666" reply="1955" id="3658532"] 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] Well, there is a reason. Space Mil. has +10 Mil. Prod attached and Space Def. +10 Defense. If they get weapons early, maybe they shouldn't be as powerful. We could

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I don't recall it being mentioned, but there's no Orbital Command Center in the Thalan tree. Unacceptable. Almost done with the second pass over TechTree. I may be able to send it on today. Not sure how much is left to edit. Is there something that is not in ..\Data\ ? I have no intention of going into Scenarios and Tournaments. One "fix" for the 1PP bug is

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[quote who="abelisari" reply="73" id="3658216"] If you plan very different strategies for different civs it could be good to represent different levels for the same tactics. [/quote] 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. I think Iconians would not do the robotics thi

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Weather Control might require a special ship carrying a huge device. I see a few general categories: * ruin the planet so no one can live there - Super Jello - turns all the water into a thick colloid * kill most of the population, leaving the planet intact - Spore? * various forms of mano a mano combat * surgically degrade the defense so an eventual assault will be easier (may not be supportab

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Bug: I've seen it before but wasn't too sure of the circumstances. I have Navigation Centers (NC) and Subspace Drive traded from the Arcaeans. War with Arcaeans, who by now have Adv. Nav Centers (ANC) built. On the conquered worlds, the ANCs properly disappear. But no NC or ANC appears on my improvement list anywhere, so I can't build them on those worlds. I've seen similar with the Power Plants. Just to check,

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Aquatic? - Drop or land troops in the ocean and they come ashore unexpected and undetected. Like SEALS. Torian only? More thoughts later.

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[quote who="Maiden666" reply="1946" id="3657899"] 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 already collected several mounting diplomacy-bonuses. [/quote] Just so I'm sure I understand, it doesn't affect Trade Revenue, but does affect the perception of

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No no, not take the limit off the RC, but the PD. It has no economic or (at least is the CU version) morale effect. [quote who="Maiden666" reply="65" id="3657967"] PlacementLimit does only work with a value = 1. Another value can be circumvented/exploited by the player, unfortunately. [/quote] I don't understand. Do you mean that any limit other than 1 is not enforced?

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Oops. Forgot that it's zero-based. Thanks on the extended types. I'm sure I saw it as I went buy. Guess I should update my copy of Cari's Guide.

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Have AbilityTypes above 30 been documented? e.g. improvements Freighter Command, Mercenaries Why does the Dark Energy Weapons Lab no longer have any effect on weapons ability? A typo in AbilityType ?

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I think the defense changes you've made are quite enough for now. Let's not de-emphasize the navy. Any invasion means that your navy has failed. I too build PDs only on those worlds that are under clear threat. Production units to keep up research and ships are much more important everywhere else. Two suggested tweaks: * A small defense bonus to Recruiting Centers simply because the description saves that they exist to produce soldiers (pu

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Finally got to the end of TechTree. I'll have to go back over it and PlanetImprovements again before release. But it should be quick. I don't know that there's an easy way to integrate it into FW, which I gather will be significantly different, with a batch of new techs. I guess just cut and paste the text where the tech is close enough. In cases where the tech or corresponding item has changed significantly, the text may need re-working.</

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What, you can alter the ZoI of starbases? I'm shocked that no one has exploited that in a mod! Conceptually, I like what you're doing. Can't wait to get into it.

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Change the name, keep the description largely the same, and note specifically that "this is like X tech but a bit different". Think less in terms of the Monte Haul type player that is pissed if he can't get the best of everything, and more of the player that is immersed in a narrative. "Hey, if you want to use Korx trading techniquest, they have these side effects". And sometime you just don't know until you try it. In this case, at least, the data is

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It's taking me forever, but I'm nearly done. I tell you, this prose is putting me off prose. Playing through another CU 6.1.7z test game, this time mostly** on auto with 10 races, no Minors. Huge, Slow tech. As Terran, tech trading is much easier than it was as Drengin in the last test. Generally okay, though. Except that the AIs are trading like made among themselves. All the specialized races (except Drengin?) ha

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[quote who="Maiden666" reply="47" id="3657403"] But wouldn't that also suggest that if you trade for this technology you intent to get a completely new technology? Because, it could also lead to the opposite situation where you trade for a technology which turns out to hold less bonuses than the original one in your own tree. And that's actually something I'd like to prevent for a player... [/quote] I don't understand. It is a new, or at least different

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