abelisari

abelisari

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[quote who="MabusAltarn" reply="1266" id="3531041"] I had a response from Yarlen. He'll ask Frogboy to look into planet selling. [/quote] Good news [e digicons]^_^[/e]

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[quote who="Maiden666" reply="1256" id="3528131"] What you could do is to do away with the diplomacy-penalties for the evil-aligned races (also Thalans) in order to level the diplo-playing field in the early stages of the game. Give them other penalties (such as loyalty, influence etc) instead [/quote] I would like this. I cannot say anything about side effects, but for sure halving the diplomatic penalty for those races would make diplomacy not too much overpowe

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I've tried to avoid corrections already included in SilasOfBorg list, with the exception of par. 6.17 suggestion. Par. 6.13.1 “Starbases build on a galactic resource” -> “Starbases built on a galactic resource” Par. 6.13.2 Title “Economics Starbases” -> “Economic starbases” “any freighters that pass through” -> “any freighter that passes through” Par. 6.13.3

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Par. 6.7.3 "gives you an overview how your civilization compares" -> " gives you an overview on how your civilization compares" "a broad overview how you’re ranked" -> "a broad overview on how you’re ranked" "looking to make" -> "trying to make" (maybe I'm wrong, but never heard the expression "looking to make") "click on a bar diagrab" -> "click on a bar diagram" Par. 6.7.4.2 "Planetary govenors" -> "Planetar

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Par. 5.5: “It’s time to put our scientist to work” -> “It’s time to put our scientists to work”. Par. 6.1 “Handling a colony is no different that developing your homeworld” -> “Handling a colony is no different than developing your homeworld”. Par. 6.2 “In time your scientist will have their first break through” -> “In time your scientists will have their first break through”.

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[quote who="MabusAltarn" reply="1232" id="3525260"] I've finished the first draft of the manual. [/quote] I started to read the guide, I'm not mother-language but here is my list of corrections to be made up to 5.4.6.3: 1) First, formatting is bad. You have written it's a word doc, but I have downloaded a pdf, so I'm not sure if the problem is in the conversion or the doc itself. 2) Many times you use "build" instead of "built",

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[quote who="leiavoia" reply="1230" id="3524989"] I exclusively play as the Yor and often ignore Xeno Communications until later when i actually need something (who needs friends anyway?). I find trading for just about anything difficult unless I have overwhelming diplomacy. [/quote] Of course, I understand that. But with Terrans in my hands, if the Yor are so unfortunate to start as my neighbour, I can buy their worlds one after the other, leaving them j

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[quote who="MabusAltarn" reply="1228" id="3524822"] Many would, I must be an exception because I like techtrading in my games. [/quote] That's the point, I like it too. And also, it's much more realistic then trading planets. So, at the moment I'm playing with the house rule to avoid planet trading at all. Anyway, talking about trading, my impression is that tech trading and ship trading are balanced. Getting techs and ships from the AI is d

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[quote who="MabusAltarn" reply="1225" id="3524564"] No. There isn't. AI behaviour such as selling and buying planets is hardcoded. [/quote] Pity, thank you for the answer. Maybe I could try to play disabling tech trading completely. Finding cash for buying planets should be more difficult, then.

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[quote who="leiavoia" reply="1223" id="3524465"] What difficulty level are you on? I find that buying planets is next to impossible most of the time. [/quote] I play on crippling. Start a new game, send your scouts out, look for planets with less than 300.000 people, buy them. At the beginning of the game, you can easily trade techs for planets, which is crazy, imho.

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I'm still inexperienced with the game, and I'm playing only with Terrans at the moment, but from what I have seen Diplomacy makes the game too easy. Diplomacy in general makes things a little easier for Terrans, but that is ok, after all they are super diplomats; what I really think is imbalancing the game is that the AI accepts to sell their planets for just a bunch of money. In my actual game, just 15 or 20 turns ingame, I could buy 3 planets class 28, 11, 10 from Dr

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[quote who="meglok61" reply="1212" id="3522184"] Two issues/questions: Chrome is blocking the new exe from dropbox as containing malicious software?? Has this been seen before? Install instructions for the comm. update and exe are located where? Didn't see them on first page or in the update files that I could download. [/quote] I guess Chrome is blocking the download because it is an exe, potentially a dangerous file. Anyway you can for

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[quote who="SilasOfBorg" reply="1186" id="3519918"] Alright. I've already set up the tech descriptions to hint that certain weapon types have advantages at certain tiers, so I'll leave it as is. For example, T1 mass drivers get: "Despite their limitations, this form of mass driver can be devastating, certainly cheaper and more reliable than first generation missiles or lasers.". T2 Beams get "Huge leap forward in focused en

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[quote who="OShee" reply="1183" id="3519878"] Mabus mentioned he is working on a new manual, so you can safely mention new weapon system there :> [/quote] Yes, that would be perfect.

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[quote who="leiavoia" reply="1178" id="3519607"] I just need something short that tells me, at a glance, "is this better or worse than [other weapon]?" [/quote] I wouldn't like that, weapon choice is part of the fun, at least for me. If you like to have a clear indication of the value of a weapon, then this could be done in a stand-alone guide, but including it in the game interface would be a mistake, my opinion.

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[quote who="AzuranPrime" reply="1161" id="3518979"] 4. If using Logic Sequence HD mod, the only thing to not copyover from it is the raceconfig.xml correct? [/quote] Hi, I already asked more or less the same question, you can find the answer a little up in this thread.

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Hi, as far as you know, is this mod compatible with the high resolution mod by Logicsequence? I would like to check the graphic mod, but I wouldn't if that means disabling CU mod. I just started the DL campaign using this mod, and I'm enjoying it.

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Maiden666 and MabusAltarn, thanks a lot for your help. Deleting the raceconfigxml files did the job. I would ask you one more question; I want all races to be as balanced as possible, is it better to use or not use the 100 customization points for all playing races (player and AI)? If I can use them, is there any preferred setting? Ok, thanks in advance, and wish all of you a happy new year. Andrea

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[quote who="Maiden666" reply="974" id="3514017"] Quoting abelisari, reply 973 The result of the test is that only some races can build the module; if it can help you, I can try all races to check exactly which ones are nerfed. Works fine for me. You might have an issue with the mod itself. Cou

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[quote who="MabusAltarn" reply="971" id="3513990"] Hello there. Thanks for trying again. If you made a custom race make sure you select Basic Space Construction as one of the techs to start out with. That's the technology that unlocks the first starbase modules and you need it to build more. If that doesn't solve the problem I'll have to look into it tomorrow. Regards, M. [/quote] Hello. No custom rac

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[quote who="MabusAltarn" reply="967" id="3513968"] Quoting abelisari, reply 966 Hi, maybe it's my fault but I just started my first game with this mod and I cannot build production boosting modules on economy starbases. Even if I have researched the related tech, the only modules available are trade related. Any advise

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Hi, maybe it's my fault but I just started my first game with this mod and I cannot build production boosting modules on economy starbases. Even if I have researched the related tech, the only modules available are trade related. Any advise? Oh, and ability bonus for trade routes are bugged, it allows to get 10 additional routes for 1 point, should be the opposite.

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