DMF

DMF

Joined Last seen Member # 378107
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Yes, you should mark it, but not with a plus or II, but with a different name. E.g. "Krynnian Diplomacy" or "Mystical Diplomacy" or even something strange like "Cultish Relations". No direct indication that it's better. Let the player explore that on his own. E.g. "Drengin Body Odor" that gives +5 Soldiering and -10 Diplomacy...

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Much cheating used to examine the situation. How else would one run a test? No planet flipping, High taxes but no morale below 40%. That's why I say that something seems to be wrong. I'm using CU 6.1.2 for the test. My file should be the same as yours, and I quoted the upgrade_target tag above. I've just found that the TechTree descriptions do not track the re-working of the military tree

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[quote who="Maiden666" reply="1937" id="3657112"] However, both factions did receive additional hits, and given how fast the red line increased exactly around these moments I'd say they lost worlds to the Drengin. [/quote] No, there was no war. Very few Transports launched, either. After the Plague, the Alt growth curve should have gone back to paralleling the Drengin - though at a lower level, but it did not. [quote who="Maiden666" reply="1

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Feedback, please. Is this over the top? Fertility Acceleration Enables construction of Fertility Clinics. You think it's easy to reproduce on other planets? Do you find the stench of methane (and more) wafting against a green and purple sunset romantic? While some of the environments on other planets are similar to our home world, the reality is that for a variety of reasons, most are not. Fertility Clinics conduct Fertilit

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On most backbench worlds I build Transports, my fasted ships. I tend to specialize worlds only rarely. Those may not even have starports. The new Korath sound like fun. Anxious to get over this CU work so I can get into FW...

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Here's the description from Cari's Guide: S_UpgradeTarget This is the internal name of the improvement that this improvement upgrades. But it doesn't seem to actually do anything. Neutrality Learning Center has the parameter Discovery S

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The "explanation" for Divergent Evolution is totally bogus. It's interesting, but it has nothing to do with the technology. Anyone care to offer a possible rationale for a tech that makes massive PQ improvements?

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Feedback, please. Devil's Forge Specialized manufacturing enhancement centers. The Devil's Forge is a one-of-a-kind instrument of manufacturing by brutality and repression. The Devil's Forge involves integrating every slaveling across the planet into a massive grid controlled by an artificial intellig

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[quote who="Maiden666" reply="1924" id="3656883"] On your testgame - I'd say the Altarians simply never got the Cure researched? Or had to jack up taxes so high afterwards their pop was in the red region and not growing. Donno... anywqay for the sake of testgames I would turn MegaEvents off... [/quote] Yeah, I hadn't realized that they were on. Murphy's Law. I took a snap of the population curve, but don't have a hosting site. At

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[quote who="Maiden666" reply="1924" id="3656883"] Quoting DMF, reply 1921 Please be a little more explicit. If an asteroid mine level 2 is delivering 4 points, does building an QPP increase that or not? Do other PPs have a similar effect? All production-enhancing buildings do work/ get calculated the exact same way, so yes on both counts of your questions. [/quote] Ah! I get what you're saying. All the raw output from factories and mines

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^#) *!&G% browser just ate my long reply !!! [e digicons]X([/e] I hate computers! I didn't notice build costs as a particular problem. Haven't played with Thalan (AIP11?) yet. Some of these big projects have been nerfed to the extent that they're no longer worth building. I would like to know what problem increased build costs was supposed to solve. If there is none, than what's the point?

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Issues based on playing test game, and from examining the data files. Game: Immense; Suicidal; Slow tech; Drengin vs. Korx and Alt AIPs; 8 minors. Weirdness: All the AIPs start out researching defense. The majors do finally got around to weapons, but seem to want to do anything but. Later, Alt and Korx did do a mediocre job on the

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Has no one noticed that the descriptions of the techs I nterstellar Refining and Molecular Fabrication are reversed? Apparently it has been that way forever. (Description of the improvements are correct.)

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[quote who="Maiden666" reply="1920" id="3656759"] A Power Plant won't increase the base industrial output of an Asteroid Mine, but it will magnify the 'diminished-by-range'-industrial bonus that arrives at the planet. [/quote] Please be a little more explicit. If an asteroid mine level 2 is delivering 4 points, does building an QPP increase that or not? Do other PPs have a similar effect?

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Opinion, please. I've never been convinced by the "unknowable Dread Lords totally Evil" line. Far too convenient and stereotyped. (Also I've never much liked the "some perceive time" BS, but it is what it is.) So I have revised the history a bit. See if this flies: Way of the Arnor Learn the philosophies of the Arnor. In the beginning the Precursors were one race. And they really are still one race. B

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Re: The TechTree descriptions. The actual bonus effects are, thankfully, left out of most of the text, but a few - notably the ship hull branch do contain statements about 10% Hit Point bonuses. I've left them in the , though generally taken them out of the . Are you aware of any that have been changed with this release? Or others that are problematic (I'm only about 30% of the way through the file)? </

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Yeah, I agree about the speed. Maiden, did you mean to imply that the tech tree might be made to vary with the size of the galaxy??

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+Speed for a commercial guild seems entirely appropriate. Maybe they can outrun a warship ever once in a while.

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The blurb for Hyper-fusion Reactors is a mess too, though at least it's not internally contradictory. See if this is better: Hyper Fusion Reactors are the keystone of advanced technologies, including true interstellar travel. In a fusion reaction, energy is produced when two atomic nuclei join together to form one. Hydrogen atoms come together to form helium atoms, energetic neutrons, and vast amounts of energy. Because it is easier to fu

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In 2.20 there is an Invasion Tactic displayed as 'Marines'. More expensive and considerably more effective than Shock Troops. I presume that it comes with Stellar Marines. I gather that it's gone in the latest CU? Yah, any time there is more than one 'positive' vote option, the single negative option will almost always win. Korx should not get screwed like that. Can you eliminate the event, or change the choice to something ot

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Question. Neutral shipping advantage is justified because no one trusts evil civs. Yet Korx, who always become Evil as AIPs, have big-time trading bonuses. What's the deal?

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While you're in there, please check why the Stellar Marines invasion technique doesn't work. It's going to take me a while to get through TechTree. I'll send you the other files shortly. Tried sending files without success. Please see your Private Messages.

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