http://www.xup.in/dl,19679606/FutureWorlds_v0.65.7z/ Filesize: 68.5 MB
Bugfix for version 0.65:
http://www.xup.in/dl,44779613/FW_Bugfix_for_version_0.65.7z/
1. Mega Homesystems:All races start out at a system holding 4 habitable planets averageing a total of base PQ40 (moons & rings count as PQ1) with 2 exceptions - Iconian & Thalan. The idea behind this change is that homesystems now do form a considerable stronghold for every race, and that it's also now possible to start out tiny/small all-rare galaxies with reduced risk to not get completely unlucky esp. on higher difficulty settings. Alot of new graphics with intricate details have been added for this. 2. New Political Parties:4 new parties are available (Automatists, New Colonists, Explorers, Traditionalists) in order to widen the available bonuses presented while all other conventional parties were slightly altered. 3. Advanced Customization:The distribution points spending screen now makes all meaningful ratings accessably including: Miniaturization, Logistics, War Profiteering, Purchase Now Reduction and rebalances many conventional choices. Stock Races do start out with a prefixed selection of these perks - all of those can be undone ingame by a player at the game's setup.4. Divers Anomalies:More than 15 new anomalies now bring previous untouched stats to you, even introducing new mechanisms (which may have been forgotten in vanilla...) while many traditional anomalies have been (slightly) buffed. As a compensation a few anomalies bring penalties to its finders!! This will further diversify galactic development and throttle a player going crazy on surveying.Includes all possible variants of anomalies (Stellar Black Holes, Temporal Rift & Space Junk) with brighter textures to better see them when playing zoomed-in.[NEW] All 8 anomaly-types have their own texture now.
5. Big Asteroids:Some races get additional techniques to mine out Asteroids at the end of the Space-Mining branch. Some of these are locked and require that you trade for the unlocking key-technology from another race...Asteroid-textures/fog have been beefed up to make them less prominent.6. Strong United Planets:Selection has been streamlined to 25 options with most being permanent, and their impact have been dramatically increased in force & numbers. Meaningful votes that are going to make the game less easy for the player should now appear more often (Neutral-ground, End-all-wars, Anomaly-ownership etc). Remember you still have the option to leave the UP!7. Racial Rework:To promote more unique play and balance the stock races versus custom race setups. Rule of thumb all races now have a particular weakness while the positive rating & starting technologies suggest the general strengths of that particular races' techtree. So you know what you can expect right at the start of the game.Furthermore, all Stock Races customization points have been reduced to 5 (which are already preselected) but they've been given some additional -mostly unique- technologies to compensate. In contrast the Custom Race now has 15 points more, so a player has all freedom to generate a faction to his/her own likeing.8. Specialized Hulls:4 new hulls to be used for: Sensory Buoys, Planetary Defenders, Military Starbase Swarms & Fleet-support Ships. To use these hulls look under 'Templates' for already completed pre-designs.The conventional hulls have been slightly rebalanced (Tiny & Small are a little bit boosted).Cargo Hulls -and its capacity-modules- were greatly revamped to keep Cargo's out of fighting business while still retaining functionality.The starting ColonyShip has been defunctionalized to a nonmoving prototype so the AI won't establish low-pop planets. It initially helps getting a glance at near neighbouring systems and later could be decommisioned to get 250bc.[NEW] The Arceans get to build 'Gigantic'-sized starships as part of their Technological Victory.9. Simplified Range:This makes the game more territorial - you won't see constructors zipping halfway through the galaxy for a resource that's already been claimed by some neighbour. The AI will also now build more starbases in own territory and have its fleets more guarding own space.10. Engines Revamp:The purpose of engines is to deliver speed in order to cut down time to reach a destination. But the high costs of engines only increase the buildtime of a ship to such extremes that paradoxically this happens even LATER! So especially starting engines (in early times when production is still low) has been considerably decreased - but you won't be able to stack them at ships that much than before.Secondly, the base-speed increases have been ripped out from the engine-modules and collected into their own branch "Slipstream Technology" - which gives the player the option to choose which method to use in order to have faster ships. As well as giving me the option to incite the AI to get rather base speed (which they can use flawlessly...)11. Resistant Minors:Strong 1pp buildings: To compensate their starting handicapps.Early trade: Tradeing is the very best they can do in order to stay alive longer.Homeplanet PQ increased to 25. This even stays upon conquest.Severely restriced techtree - because many items are useless for them (like Influence), but many techcosts decreased by approx. 25%.They're not helpless victims anymore - their weakness is to only have 1 planet. But if they manage to gain more planets via conquest you may loose that game You could even design a CustomRace using their own techtree - but be warned: You can't colonize anymore: just like a real MinorRace! .[NEW] Stuff you'll get from Minors:-Weather Control & Biosphere Modulator.-All Trade Goods: Minors won't build the improvement themselves but they can still research the technology (which holds some minor bonus for them) and trade that technology away to Major Civs which, in turn, may erect the Trade Good.12. Real Stars:About 400 names of the historically most important and also, most visible stars in the northern hemisphere. If you look up in the nightsky you'll see many of them unknowingly. Most bear a latin or arabic name (some english). See README.txt for additional installation-instruction.13. Enhanced Graphics:Old DL planetary improvements have been doubled in size and beefed up in coloring/contrast to adapt to the TA standard (also their querries). Many did see completely new artwork. Much artwork of ColonizationEvents, MegaEvents, RandomEvents and general infopopup-graphics are now better visible, upped in colour-depth to 32bit (formerly 256 colour) and depixilated/decluttered.Stars now have flares, an add. star-type added (Grey - Dusty Protostar).Both survey- & sensormodules now have an own texture in unique color distinguishing it from shield-mods.The CustomRace now uses another logo + dynamic trade sequences [courtesy of Donfield]14. New Techtrees:All techtrees underwent drastic changes - to better AI play and give a player more interesting choices. This is an ongoing endeavour so there's more to come with each update!Every race now has, at least, a single 1pp building which is indestructible - even staying after conquest. This has done to help bringing a conquered planet faster back up (Efficiency Matrix, Food Distribution Silo...), to prevent exploiting (Weather Control Zenith, Gaia Vortex, Biosphere Modulator...) and simply make the mid- to endgame more interesting, showing that each race will still leave a unique imprint on a planet even after they've been banished there.15. Super-Ability Fixes:SPY - unlocks 3 additional technologies.ISOLATIONIST - 'Barren World Col.' has been significantly increased in costs (which they get for free).ANNIHILATOR - 'Toxic World Col.' has been significantly increased in costs (which they get for free).ADAPTER - 'Aquatic World Col.' has been increased in cost (which they get for free).DOMINATOR - the Corvettes got buffed, carrying now 1*Stinger & 1*ArmorPlating.TRADER - unlocks 2 additional technologies (otherwise unique only to Korx).There are still some other, kinda weak SA (esp. for the player...) like Manipulator, Organizer, Warrior etc but it's not possible to work on these skills directly. I've therefore changed/boosted some of the racial stats or starting technologies of the races which carry these weak SAs to compensate at least the stock races, and to prevent that a more strong Custom setup is possible. For example, WARRIOR/Arcean - runs on AIP8 now to build all-attack ships, MANIPULATOR/Drath run on AIP10 to make use of their immense defense-bonus....
16. Additional Shipdesigns:Around 35 shipdesigns - mostly tight to Tiny & Cargo Hulls - are now prefixed and will automatically appear in the selectable buildqueue once all required technologies have been gathered. Some of these designs may hint vaguely at specific gamemechanisms and thereby exemplify what can be done extraordinairily by combining different functionality modules. One example would be to create Colonyships with surveyability (most likely after its cost's been nullified) in order to pick up anomalies while en route to its destination or trying to cut down travel time by using wormholes...17. Unique Technological Victory:Every race gets unique bonuses/improvements as it researches down their own TechVic-branch. At the end lies usually something that is so powerful that it should win the map for this race - if used correctly. However, if you plan to use this ie. to "play-out" a technological victory - you'll have to disable that victory condition on mapsetup otherwise you'll just get that boring victory-screen.The other reason why these bonuses are there is because the AIs still research down this line even if tech-vic is disabled - so without any bonuses they waste a ton of research for nothing artificially gimping their game. In Future Worlds this cannot happen anymore.
[NEW] To sum it up for each race:-YOR: Miniaturization as a path towards ever smaller robotic sentience.-TORIAN: Morale & Range in their quest to make the whole universe habitable to their physiology (ie. "fluidic").-ARCEAN: Weapons & Hitpoints crowned by the Gigantic Hull-size, in an ongoing effort to become a Super Warrior that fights space battles losslessly.-ALTARIAN: Luck & Creativity as a path to a complete understanding of the universe.-DRENGIN: MP & Logistics to achieve total space supremacy.-TERRAN: Speed in order to be faster than ever before.-KORX: Purchase Now Reduction, under Neutral alignment and/or some more starting bonuses they'll be able to buy anything for free.-DRATH: WarProfiteering & Diplomacy, plus the ability to weaponize a TerrorStar - this will be the ultimate weapon to sell!-THALAN: They're able to reassemble their past technology which is based on 'Expert Gravitronics' which will nullify the limitations of some of their improvements.-ICONIAN: Their Technological Victory gives them the ability to fully colonize all tiles on every planet.-KORATH: MilitaryProduction at the expense of PlanetaryQuality, plus the ability to construct a very cheap TerrorStar regardless of ethical picks.-KRYNN: Tremendous cultural bonuses to sway their neigbours to their creed.18. Easier Techtrade:In the CU both AIValue- & WillingnessToTrade-tags saw (sometimes) huge increases calling for quadruple costs in order to ensure a tradedeal. I've therefore adjusted many of these values to make techtrade much more easy again.Some historically untradeably unique technologies are now tradeable as well, although the specific AI will ask for A LOT in compensation.Many untradeable techs can now be stolen - to ensure that this will happen more frequently many tradeable techs have been rendered unstealably (except Weapons). However, some untradeable techs also remain unstealably most noteably many techs holding buildings.Creativity is made now more generally available but technologies beyond 2000 base costs cannot be affected anymore - except weapons/defenses where every other tech can still be creatively researched.19. Events Debugged:All Colonization- and Random Events do now do exactly what the text states, ie. mechanisms that don't work have been thrown out. Since it's only possible to have negative-good-options and only positive-evil-choices I've nerfed some of the good-penalties & evil-bonuses. To ensure that good isn't always handicapped I've presented them with some additional choices steming from technologies alongside the XenoEthics-techs, which all are also more easier to get than the evil-techs.20. Spying Finetuned:Espionage suffered a roundabout penalty of -50% (to help the AI) but to make the Spy-game more interesting all techs which are easy to get through techtrade cannot be stolen anymore - meaning that your invasive forces or spies only bring home technologies which are either rare or significant.
21. Clever Cost-reductions:Several improvements now reduce specific shipmodules in cost to help the AI:- Freighter Factory --> Trade module (Korx/ Trader SA)- Galactic Guide Book --> Survey module (All)- Stellar Forge --> Constructor module (Arcean)- Space Trucker's Guild --> Mining module (All)The reductions may require a reload to be effective (if the corresponding module was already available before the improvement got built...)
22. New Invasion Techniques:Many additional invasion techniques are now available and the whole field of Invasion/Soldiering/PlanetaryDefense got greatly rebalanced. Every race has now a different mix of techniques at their disposal, some rules of thumb:- One invasion branch deals in destructive invasion which will incapacitate the defendants defense-roll, the trade-off is a penalty to PQ/buildings/influence. At the end of the branch lies usually an uberstrong technique that will most likely guarantee a successful invasionbut greatly damage the planet. This branch is unavailable/incomplete on some good/neutral-races.- The second branch deals mainly with techniques enhance the own advantage (through better soldiers etc) oftentimes not damaging the planet. At the end lies the Adv. Troop Module.- Unique buildings or technologies are placed frontally, usually right after Planetary Invasion so they will have a great impact on that specific race's attitude towards conquest.Sometimes I did heavily alienate from that general design when it either made thematically sense or because of balance. For example, Torians are Breeder and therefore need a sooner access to the Adv. Troop Module, and also less access to general soldiering-bonuses or planetary defense (they simply try to win by sheer numbers). They're also an aquatic race so their preferred technique is "Tidal Disruption" which they get at decreased costs.
[NEW] 23. Weapons-love:All weapons now have their own unique animation, be it either differently in colour or texture or both. The original game only uses about ~30% of what's in its internal folders. I've also used much more soundfiles - and together with the animations applied them in order to make out an evolution in sound/effect (ie. rockets get bigger in size or more in numbers, beams get bigger and nastier, slugs faster or more devastating etc).Further I've applied differently looking explosions (the vanilla game only uses 2 out of 37!). Blue-colored slugs now cause blue explosions and so on...Several new weapons are available (although not to everyone):- Multi-Seekers- Bioforce Thrower- Overcharge Disruptors- Nova Torpedo- Photonic Salvo- Star Sprinkler- Tachyon ShockwavesAdditionally, all Defense-tiers got their uniquely colored textures/lights.
[NEW] 24. Further Techtree-Individuation/Extension: :- Introduced the 'Hyperion Research'-branch to some factions which replaces the (relatively weaker) 'Adv. Laboratories'-branch.- 'Automated Repair Systems'-branch offers up to 45% Repair-ability boost on most trees.- 'Xeno Obedience' & 'Thought Manipulation'-branches may offer up to 50% Loyalty to various selected factions.- 'Secret Service Training' offers up to 40% increased Espionage. [NEW] 25. Trade-Goods distribution:Most tradegoods are now only available in 2 or 3 trees, their bonuses/effectiveness slightly buffed and the tech holding the good gets a minor related bonus as well. This should disable a player from leasebuying all goods once they become available (if this is worthwhile is dependant only on the planet-count...). That is, most tradegoods have to be traded for - or their residing planet taken by force.
*. Latest patch:The mod includes many of the latest (and future) CU patches to Twilight 2.20 - the re-introduction of proper farming, invasionfix, old weapons/defenses and all other bugfixes & changes as well.No Campaign-compatibility! Play only in Sandbox-mode!
HAVE FUN!
See the included README.txt for installation-instructions!
I cannot reproduce this.
I found it hurted the overall display of the techtree. But maybe I combined the wrong techs. Abandoned the idea because the AI wouldn't be aware of this invisible block - and I know that most AI tech-decisions are drawn random. This could have a big impact preventing large portions of the techtree if done wrong.
<AtlasFleetAttackFirstRoundStrength>25</AtlasFleetAttackFirstRoundStrength> tells the game you're using a one-per-ship specialpart. That invokes a routine remove further selection.
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.
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 seems more of a personality problem. He's just not as aggressive as others.
Please go over my questions on Extreme techs again. There are several specific questions that remain unanswered.
So cynical. But probably realistic. It will make a difference in how the descriptions are written.
Here, try this.
<DisplayName>The Invisible Hand</DisplayName> <Description>Skill at manipulating civilizations at war, in our own interest.</Description> <Details>Just because a civilization considers itself to be Good does not mean that it is not self-interested. Self-interest overrules everything else.||Wars are not benign occurences that can be safely ignored - they have a disturbing tendency to involve others. To protect ourselves and our interests, our 'diplomats' have acquired a particular set of skills through which we can influence the behavior of those at war. And in order to place ourselves in positions to do so, we sometimes act as suppliers.||The Invisible Hand lets we [YOURSHORTCIVNAME] stay out of trouble while ensuring that it does not come to us. When civilizations are at war, they are willing to pay high prices for what they need, and the profit or tax on the profit that [YOURSHORTCIVNAME] agents make we receive as income. It's a win-win situation, and thus Good.</Details>
The War Profiteering description is mostly the old Drath Invisible Hand now.
The Arceans will do worse in the colonial rush. Their bonuses weigh more heavy in lategame. In other words, they'll be weaker in the eary/midgame.
which ones?
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.
Their Super-Abilities bring it.
Technologies that are mandatory for everyone regardless of faction have been set to minimal cost of 1. This has the additional advantage that these won't listed as racial technologies --> which I rather wanted to use to illustrate a certain race-specific flavours.
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...
As a rule of thumb - yes, because otherwise they would become disseminated quite quickly and that would destroy my concept of some factions having different strength in different branches.
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?
NO. Kor has Adv. Toxic, not Toxic. Ico has NO Super-Ability in that area. Kor DID NOT research Toxic. and even if he did he couldn't have traded it to Ico. Ico did not research Toxic. OTOH, Ico's Toxic is not dependent on Ext. Col. so is that significant?
You're being generic, blaming this on pre-existing code. But FW makes major changes in this part of the tree and I want to know why. If it is not as you intend, then let's take it back to vanilla and lose all this weirdness.
Bullcookies! The game is 9 months old. And creativity would only apply to techs that they could research, which by the rules that I know isn't these.
If you don't know. Just say that you don't know.
That is what is known in Latin as a non sequituur. It's an answer, but not to the question. We're not talking about "Technologies that are mandatory for everyone", we're talking about racial techs.
So answer the question. YOU granted the Advanced versions rather than the base versions. WHY??
Actually they have both! Toxic is brought by Spore SA and Adv. Toxic I've given to them as racial. This way making the Korath the Toxic-Worlds mastermind colonizers. Right from Turn1. If another custom faction selects Spore as SA they'll only get 50% ability on these worlds right away.
Iconian is Adapter which brings them Aquatic & Toxic for free. I've further increased his bonus by making these techs more expensive to other civs.
And even if you pick a custom Iconian without Adapter the tree will still hold a certain affinity towards these techs (they are more early to get) - which is a mechanism you'll find throughout alot of techtree designs in FW. Yor, Korath, Torian etc.
This has even been used in vanilla at some races, I just expanded the concept.
Furthermore, Iconians do get Radioactive & Heavy Gravity for racial techs, I want them to be the top notch colonizers.
Because I wanted to give specific races a certain edge over others in that regard.
I wasn't talking about creativity procs at all. They simply already have it. You can go back to any version of any iteration of the game and you'll see that this is the similar case with all factions - they all do have a variing set of starting technologies, and no ones handing out any justification of "why" it's like it's is.... and yes, this is also including technologies where the prereqs are still missing. So if the base game does this, I feel like I can do that as well. And if they got these technologies from someone else then I don't see a thematical problem at all.
Why do you wanna go back to the boring vanilla design where everybody has the same starting conditions versus extreme colonization?
About what specific techs are you elaborating here?
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.
I went back and looked at the test game log for the third or fourth time. I know my eyes aren't very good any more, but I didn't realize that I'd gone blind. They are researching the Advanced techs, as they should. Somehow I read it as the base techs. Sorry.
I certainly don't have a problem with that - until they start researching techs without the prerequisites. Which they're not doing. So it's all good
As for why I keep asking why, it's because I need to know what you're trying to accomplish so I can make the descriptions fit the game.
BTW, who besides Ico Kor and Yor get extreme col. techs through their super- abilities.
Are any other techs implied by super-abilities? (i.e. that won't show in RaceConfig.xml)
Of course! And I'll be happy to explain these underlying mechanisms or the "thematical vision" I gave specific races in FW. Just please make clear you are as specific in your question as can be, so I get it the first time.
Many of the overall changes to races/techtrees etc can be directly attributed to either
- balance reasons (buffing/nerfing)
- thematical reasons
- preventing potential player-abuse
- AI behaviour adaptations (since I cannot change hardcoded routines it's more like the design has to follow the hardcoded routines....)
- thrown out stuff that doesn't reliably work
- only a very few changes have been made in a random fashion, mostly tech placement in the tree in order to distinguish some trees from others.
In the first iteration of FW (before the CU thread started) I even had a manual explaining the rational behind many changes. Then this version got lost due to a HD error but the manual survived. When I restarted I took this manual for inspiration. I didn't write a new one because of the constant changes I made during the work in progress. And since some of the techtrees are still incomplete I'd rather would work on them instead of writing dozens of pages of text. But I feel I can instead use this thread to explain the stuff also.
None, these 3 Super-Abilities are the only ones which bring a X-Col technology.
Isolator - Barren
Spore - Toxic
Adapter - Toxic & Aquatic
I do find Adapter somewhat mis-designed, because now Korath & Iconian will always rival the toxic worlds. And Torians also have a strong affinity towards Aquatic worlds (earlier placement of this tech even in the base game) and because Torians are ony of the strongest earlier faction, they generally compete for these worlds also. This is why Iconian got also access to other X-Col techs. IMO Adapter should bring Heavy Gravity & Radioactive instead but I can't make that change.
Spore also brings Germ Warfare and Spy brings Counter Espionage [#1 only!]. This is most important, if you choose Krynn without Spy you won't be able to build Counter Espionage Centers at all. Spy is perhaps the worst SA of any so I thought it a good idea to boost this SA up. The same could be said from Trader which, for a player, is awesome but for the computer AI, does alot of shit (stiffling the colony rush)
Just to further explain.
Yor & Korath strength towards these worlds got expanded by giving the also the advanced x-col version as a racial. This is good for the AI because they no longer have to deal with worlds running at only 50% production. For Korath this is especially good because this way they can go to war really early and not having to deal with research into adv. x-col techs (which would only delay the time and perhaps give the opponents time to get defenders in orbit).
With Iconians I choose a different approach and gave them 2 other starting x-col techs. They basically can colonize all worlds except Barren (which, makes sense because their archfiend Yor reserves those....). The challenge will be to deal with the increased maintenance resulting from the potential high planet count in an Iconian game with lots of extreme worlds. The -50% cutback on production helps here, although the AI is known to not handle the buildup of these worlds well. But they can overcome this more easily in FW.
As you can see, I designed this stuff using a lot of backhead knowledge of internal game mechanisms. This is not always fully explained but I'm actually counting on the fantasy of the player to make his own sense of some of the changes.
This is why the Custom Race gets 20 [!] customization points (+5 more than in vanilla) but they get less valuable starting technologies than the Stock Races. However, if the bonus from the +10 extra points can be applied to a lot of worlds (or if you pick some of the more interesting perks) then a Custom Race working with any tree will become a strong faction in a galaxy with lots of planets, most likely from midgame and dominating in endgame. They may suffer through the early game because the stock factions do have a certain headstart, but with strong SA like Breeder, Hive at hand for selection that can be dealt with.
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
<Computing>... </Culture>
So is Espionage Computing or Culture?
* Are the Krynn Atlas modules starting at line 7268 supposed to be commented out?
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 DLL.
Test game.
No race can place a spy on any other race. Never seen anything like this before.
Later, got the "Agents Everywhere" mega-event. No agents were placed anywhere.
Captured a Korath world (Arceaen are beating the snot out of them). I didn't like the location of the Starport so I decommissioned it, intending to rebuild elsewhere. This had worked on every version I've played. But Starport disappears from the build queue. Same on a second world. Sounds like the 1PP problem, due to Starport being an upgrade?
If this is necessary, why not make the Starport indestructible?
Finally took the last Korath world. All his ships turned Pirate. There were hundreds, stacked in a corner of his ex-empire, that he never used in the war. I've seen "reserves" before, but never on this scale.
Drengin has built Xinathium Hull Plating. It is listed as a Trade Good, but it does not appear on his trade screen. Other TGs do.
Took the planet. X.Plating did show up on my Trade screen. Maybe I traded for it earlier and forgot.
Yor Maintenance Grid has become a Super Project, yet it still has only planetary effect?
BTW, even without spammable Research improvements, in the test game Yor built very few Firewall Racks. One maybe two, of some 30 planets. Otherwise, development seemed reasonable, with only one or two cases of overpopulation.
I really do react negatively to your new Loyalty tech group. Not so much because it addresses Loyalty directly, but it reads way too much like Nineteen Eighty Four. Perhaps it should be re-drawn for the 3 moralities before we get done with this.
Later: Looking at where they're used, it's not such a bad thing. I'll look at it again later.
Why do Thalans have Trader techs? The description says "only those that have selected Trader SA". Does that need to change?
Ummm... why are the Beam and Missile branches missing from FW's techtree.xml? Are they filled in from the base file?
Somehow I managed to delete some 1100 lines from techtree. Restored, but crap! that means I have 1100 more lines to do!
In the weapons lines, some weapons cannot be researched through Creativity, and some (usually the same ones) cannot be stolen. But I don't see a pattern. For instance, Disruptors I and III can use creativity and be stolen. But Disruptor II can't.
Is that intentional, or an oversight?
I'm not thrilled with the FW rewrite of the Harpoon line. It needed one and I did one for the CU that I like a lot more than this.
The main objection I have is that using the propellant exhaust for a defensive screen (I do like the countermeasure idea) must of physical necessity slow the missile down, aggravating the problem. Further, the power requirements for on-board force fields would make it larger, not smaller.
I do like the idea of terminal maneuver. I'll keep that and go mainly with improvements in guidance systems and the warhead. I will drop the whole force field/ plasma envelope thing.
In the 0.65 release, Terran, Korath, Thalan, Iconian, Torian can't build Doom Ray. Is this intentional?
Okay, after analysis I see that Subspace Annihilator and Doom Ray have equivalent damage indices (2.2) (damage/volume). And it takes the other aliens longer to get there. Never mind!
Psionic Missile (damage 12, index 1.1) is bettered only when you reach Antimatter Torp? Yet it requires only Missile Weapon Theory?
Hmm. I see the problem. Psionic Missile requires Photonic Torp II but only Drath has that. I'll change PM to require PT III.
Seeker4 and Seeker5 are reversed in GC2Types, meaning researching Seeker5 gives you a weapon that is less capable that you already have. I'm going to switch them (just swapping TechRequirements).
Nope, had to unscrew techtree too.
A question. You make a great point in the descriptions that an antimatter annihilation is the most destructive force in the universe.
Yet an Antimatter Bomb does a small fraction of damage to the planet that a Cobalt Bomb does. Explain?
Yes I know about fallout, but what would fallout matter if there was no 'there' there to contaminate?
Hey DMF, got some problems with the ISP. They mixed up some stuff real badly. Because of that, I'm a bit limited.
It's computing. I corrected my files, found 4 mismatched. Those didn't cause any bugs.
Line 7268 is Arnorian Battle Armor in my file. All Atlas-mods concerning combat/fleet-battle have been comented out so far, and will return most likely as a top-tier weapon enhancers.
If you want me to look into something specifically, just use the internal name for referrence.
Done.
It's because fleets break down into sole ships on turning pirate. I've changed their logistical setting to 30, but they need to reform their fleets.
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