[quote who="Gaunathor" reply="88" id="3351117"]"Military Bases"? Seriously? How lame of a name is that?[/quote] I think "Starbase Militarization" is a proper name to encompass both the merged trees. It's really amazing how much work you've put into this mod already and you're steadily improving it with each version. However, by reducing the farms to only one building, and thus the maximum population to said values, aren't you eliminating the m
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[quote who="Gaunathor" reply="79" id="3348490"]Hmm, not sure. It looks kind of odd to me. Maybe, because I'm just not used to it, but what do you think?[/quote] Yeah you're right, the not-so-manly pink looks awful on ships and more so on the mini-map. I guess your green is ok then, it is very distinct. If you can make it the default color for the Korx hulls, then you should stick with it. It will take some getting used to after all these years of purple or whatever color the v
[quote who="Gaunathor" reply="77" id="3348439"]So, what do you think? Korx are in the upper-right corner.[/quote] How about a more thematic pale pink? Because their default ship color scheme has some sort of light purple-pale pink. How about 255,143,143? Anyway here's a little gift I use for designing websites: http://www.mediafire.com/?9yosu90qi9kpjec
[quote who="Gaunathor" reply="75" id="3348351"]Nevermind, I'm an idiot.[/quote] Why? I think the new Korath color is ok, but the Korx need some work perhaps.
I just finished a game with this mod and I love it. I like how you made every tech useful somehow and how weapons are scaled. The AIs seem to be doing well and they're building and upgrading starbases well. I've even seen some abandoned influence starbases. I was able to defeat the Dread Lords in this game, and the game didn't crash when the Dread Lords appeared, as some people reported. The only thing I want to point out is that everyone except the Drengin developed beam weapons.
I just found your mod and it looks interesting, especially the weapon differentiation. I'm curious about how the AI chooses its weapons now, if it favors a particular path. Unfortunately I just bought Civilization 5 a week ago and I can't play anything else for now, I'm addicted to Civ 5. But when I'm all better, I'll be sure to play your mod and give you some feedback. I modified Tolmekian's mod myself, merged it with HRG Mod 2.0 and changed some things I
[quote who="Glow90" reply="602" id="3309366"]It would seem though that 3.0 was made before the latest update? So I'll wait for 4.0 since you said its going to be released in a few days.[/quote] 3.0 works with the latest patch, 2.04. [quote who="Glow90" reply="602" id="3309366"] P.S. Actually I do have a question I thought of while reading all the pages, is there anyway to disable certain UP events? Namely the trade techs and ban starbase upgrading. [/quote]
[quote who="Grashopa" reply="5" id="3304143"]This disadvantages the super trader unfortunately since they can build trade ships from the start, but want to be building colony ships in the capital. [/quote] Usually by the time you discover some good planets to trade with, the colonizable planets are already taken anyway, so don't pity the Korx.
[quote who="Gaunathor" reply="588" id="3302296"]I have no idea, if that was intentional or not, but I would classify it as bug now, because it seriously cripples the minors, depending on what major are in the game.[/quote] I see no issue in that. The minors are intended to be treated as minors, they are good for trading and eventually conquering a good planet and that's about it. Maybe for people playing with colonizing minors this could be an issue, but for me the minors are good
[quote who="MabusAltarn" reply="586" id="3302269"]I think most of us modders went through this. Learning things the hard way. I figured I'd make a site for it so it's there for others to use.[/quote] Thank you for your effort!
Regarding the tech trading with the AI, I've found something interesting: https://sites.google.com/site/mabusraeen/extra/modders-resource/appendix-2-tech-trading He's got some other interesting findings. I've tweaked my AI values in the tech tree to better match what he says there, but didn't have time for a play test.
Ok, that makes sense.
[quote who="qrtxian" reply="572" id="3300394"]I'm inclined to agree. In fact, I'm not sure exactly what the problem with the AI and farms is supposed to be in the first place.[/quote] I don't know either. The AI does a satisfactory job from what I've seen.
It's 66% off on Steam now. I got it when it was 50% off and I've played a few games. The 3rd "free expansion" came out a few days ago and added some minor content. I am having fun with the game, but I actually bought it for what I hope it will become in the future. It has a long way to go to get to the level of GalCiv2. Granted, Amplitude is probably a smaller company than Stardock, and GalCiv2 reached its superb state 4 years after release. I feel the game needs to get you mo
Everything you said is possible. But starbase modules are approached on a per module basis, not per type. You just need patience to modify each module. Part of what you suggested I implemented in my mod: economic modules are left as they were, many but free, military and influence ones are fewer, more powerful but more expensive. Fully upgrading an influence starbase along with its defense modules will cost you ~4000bc I think. Economic ones are still free, but require many
Which weapon tech they research should in theory be random. It's possible somebody researched missile tech, then traded it away to the others. BUT I don't know if the AI trade among themselves, and even then, weapon techs are highly valued and hard to trade. The interesting thing is that this mod makes every weapon tech identical, while in vanilla there were differences in cost, damage etc, and yet the AI still didn't always choose one tech. I modified this mod to give som
Endless Space has champions in space, but because of the nature of the game, you feel quite detached from them. I hope the concept will be further expanded, in Endless Space I mean, because they are a big part of the game as they are now, but could be so much more.
I mean planet quality. It's very possible that population might also be a factor. Also, I believe a route becomes more profitable as more time passes since its establishment. I might be wrong. Read the manual. A good rule of thumb is to just send all your freighters from your home planet, which has a good population and a decent PQ. Then you can build many economic starbases around it which will help its production and trade income, and they all stack up.
I made my self a mod that combines Tolmekian's, HRG 2.0 and a few modifications of mine. But it wouldn't be fair to release it to the public since it is 99% based on other people's hard work.
I think the size of the planet and the distance between planets is what matters the most in calculating trade revenue. You could check out the manual, maybe there's a more complete explanation there.
[quote who="LordZorinthrox" reply="489" id="3287587"]Well that is good to know; I was worried "I changed all the text because it sounded silly" might land badly. Will do, but my modifications extend into the shaders themselves, that is, the programs that run on the graphics card to draw things, and it needs special textures purpose-made to work with the techniques I have used.[/quote] Please leave a link here when you open a thread. The text is not of much interest to me, but I&
[quote who="LordZorinthrox" reply="486" id="3287442"]I should really make a topic for this mod, I guess.[/quote] Yes you should. And you should also post screenshots there because I'm interested in your mod :) I have also built my own little mod based on Tolmekian's. It combines HRG 2.0 and other modifications I made. Maybe you can get LogicSequence to al
It has been said that the AI can only "see" and use the first 100 modules in the StarbaseModules.xml. I have reworked my StarbaseModules.xml to only include 100 modules, but the AI still doesn't update its influence starbases. I've only seen it updating them 2 or 3 times, and then only with the first module. Minors update their influence starbases more often. By heavily modifying Tolmekian's TechTree Fix 3.0 and combining it with the HRG mod, I've made my own
I'll tell you how to make minors expand by yourself so you can tweak this as you wish. Go to your /Twilight/Data/English folder and you will see a file called RaceConfig.xml. Open it with Notepad, although Notepad++ is preferable, and you will see each race in the game listed there, with its attributes. The minor races are listed after the major ones, and you will notice they all have the attribute 5 . Change this value t
ATI is owned by AMD and they make all kinds of chips: GPUs, CPUs, northbridge chipsets, etc. Intel and AMD together own like 99% of the processor market, the other 1% is probably attributed to ARM and other specialized manufacturers for mobile and embedded devices. Therefore it's either Intel or AMD. I believe AMD processors are cheaper. I suggest you take a friend that's up to date with the latest advances in desktop computers and let him pick a new gaming