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!
Yeah changing to a SP will do the trick. Good catch (again)
"Locked" isn't given to that tree because if you select the Korx tree you'll always be able to research "History of Mercantilism" & "Fortified Freighters". That's the difference.
It's because of the "ImpossibleTech"-tagline.
I just started a game and it did work just fine. Can you describe a way to reproduce that?
JFYI Trader SA will grant you any technology which carries a trade stat-increase.
In order to prevent this tech from being shown in the tech selection screen of a custom race's game setup. You get 200 tech points which you can spend on techs. BTW I've just increased some of the "history" techs also to 205 costs in order to prevent that a Trader SA custom race does select "History of Mercantilism" for a tech (would cause loss of 100 TP). Basically all history techs that had cost = 100 are now 205. The other with cost = 1 do stay as they are.
Of course! Whatever you do, you always need to restart and in between, clear out all files in the "YourGames" folder. The game does carry false information over if you don't do this. I'm wondering if that is actually the reason why you're encountering some odditities that I just can't reproduce here...?
Spies can only deliver technology if the target faction does have some stealable technology already researched. And this is most likely not the case during the startup of any game.
You can place race-wide spies in the "espionage" tab of the domestic screen (finance etc). The early stage enables you to click on a foreign ship and see its destination. Scouts usually travel towards planets and Colony Ships towards habitable worlds. If you're faster this can be your worlds. In other words, a spy could use espionage instead of scouts during the colony rush if you have enough speed and a somewhat good proximity towards these items. This is one of the reasons why the Krynn do get an own (and early) Warp Bubble Projector.
There are several different approaches to Counter Espionage in game and I wanted to always mark the tech which brings the various Counter Espionage Centers. Otherwise it wouldn't be easy to spot these for new players if they get spybombed by an AI an want to research something that could prevent that. Sometimes the tech is stashed right in between other stuff and sometimes I did use a building that traditionally did something else.
Custom race using a Terran tree. IIRC, the Trade branch is okay, but the SA Trade techs aren't enabled. Terran and a couple of other trees have the SA Trade defined *after* the regular Trade.
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Ah! Good to know. Now let me double check. Trader SA grants 'A History of Mercantilism' (if present) and any tech with a trade bonus?
[quote who="Maiden666" reply="176" id="3685013"]I'm wondering if that is actually the reason why you're encountering some odditities that I just can't reproduce here...?
Yeah, it's possible. Most of what I've been checking is text and New Game without re-starting picks up text changes okay. Now you've made me doubt the validity of the definition sequence proposition. I'll have to test it again.
Exactly. History of Merc is always present be it either officially in the Korx's tree or disguised in everyone else's as Trade Bonus tech.
That Trade SA always gives instant access to all possible routes (except the ethical ones) can also be a drawback in some way for the AI. If they build too many freighters during the colony rush they will suffer from that later. In GalCiv2 trade is rather a mutual endevaour - your target planet does make the same net amount of cash like the sender. Trader SA acts like an economic enhancer for the surrounding civs.
Anomalies:
* Fertility Clinics upgrade to Stock Markets when that becomes available. Huh?
* Still a problem with 1PP farms. Most of my worlds were at Traditional Farm (I like to keep my population low). Stole Paradise Farms, then researched Xeno Farms. When PF became available, the TFs did not try to upgrade (good) and PF was an available upgrade options. When XF became available, all TFs immediately upgraded. (okay) Then a number of weeks later the XFs tried to upgrade to PFs. Several worlds were still TFs, and XF has disappeared as an upgrade option for them. These are mostly on bonus tiles. So my choice is between 12B pop and 20B pop on those worlds.
* On worlds that have never had a farm, if you (or the previous occupant) queued up a farm, and you delete it from the queue. That world will never be able to build a farm. The 1PP bug without ever having to build the improvement...
BTW, can you make the Food Distribution Thingee not 1PP? That would provide some flexibility, though at the cost of more tiles.
Playing another test game, this on as an Altarian Trader. You're right. The Trade SA is a sucky SA.
* I don't see trade ability bonuses come into play. There is a Korx (Trader) that I have two routes to. Combined, we should have a massive bonus on those routes, but in the Trading display they look exactly like all the other routes of the same length. Any idea how the trade ability bonus is applied?
* Freighter Factory is granted by the SA, but Freighter Command is not. Should it be?
Blast! The "Altarian" Trade Empire that I've been testing is using the Terran tech tree. Never even noticed.
But I did notice a few text items that need fixing.
This one mystifies me.
Minor tech tree: Weather Control requires Planetary improvements.
DivergentEvolution requires Weather Control.
In the latest test game tech display, Weather Control does not appear. DivergentEvolution does appear, but 'requires' Cargo Vessels yet is never enabled.
Here are the relevant blocks from MinorRace_TechTree:
<Biology ID="Weather Control"><Requires>PlanetaryImprovements</Requires><Cost>1000</Cost><CanBeTraded>1</CanBeTraded></Biology><Biology ID="DivergentEvolution"><Requires>Weather Control</Requires><Cost>1000</Cost><DisplayName>Biosphere Modulation</DisplayName><Description>Learn how to further increase the quality of a planet.</Description><Details>Since we're stuck at a single planet...</Details><CanBeTraded>1</CanBeTraded></Biology>
Hmm. I wonder if flipping the CanBeTraded flag would help.
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This is bizarre. Here's what I've found:
* Yes, the flags needed to flip. But since they're now explicit in the master file, there's no need for them at all.
* Biosphere Modulation (DivergentEvolution) is okay (except see below). It was disabled because it was dependent on the missing Weather Control. I've set it to require Terraforming now.
* Weather Control for minors shows up on every other game. I haven't been able to affect that. Sometimes Ultra Spice and sometimes Biosphere Modulation also disappear. You can see it with repeated <ctrl-n>. Restarting does not break the rhythm (this is for WC; I haven't deduced a rhythm for the others).
* If the CanBeTraded flag is defined for Weather Control, when it shows up it is attached to Cargo Vessels, independently of the state of the flag or what prerequisite is defined. Cargo Vessels does not "see" it - i.e. it is not listed as a tech that is unlocked (same for Planetary improvements). This may just be a display anomaly, but I wouldn't bet on it.
Here's my current MinorRace clauses. They work better, but not as they should:
<Biology ID="Weather Control"><Requires>PlanetaryImprovements</Requires><Cost>1000</Cost><!-- <CanBeTraded>0</CanBeTraded> DO NOT DEFINE --></Biology><Biology ID="DivergentEvolution"><!-- <Requires>Weather Control</Requires> --><Requires>Terraforming</Requires><Cost>1000</Cost> <DisplayName>Biosphere Modulation</DisplayName> <Description>Stuck on one planet? Then make the best of it.</Description> <Details>A Biosphere Modulator works by ...</Details><!-- <CanBeTraded>0</CanBeTraded> already set in the master --></Biology>
Whew! Finally worked all the way through techtree. Now for the race trees.
Non-text changes:
Drengin/Kor - Slave Trade +20 Trade (up from 10)
Drengin/Kor - Adv. Slave Trade +40 Trade (down from 50)
Should Master Trade be locked out for these guys?
I tested it again. The Trade SA techs MUST be declared before the corresponding vanilla techs (esp. Trade) or they get attached to the disabled SA prerequisite.
Remember this:
"The first satisfied or the last unsatisfied tech definition is the one that has effect."
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How to I change the number of Ability customization points available to a Custom Race? (I've created a race of Drengin Slave Traders and 20 points is too many with the Drengin techs enabled.)
The Korath Xeno Slavery description says that their long-range plan is to replace sentient-based slavelings with clones. Fair enough. But it is Drengin that come up with Artificial Slavelings. Korath never get the tech. Is Wretched Cloning enough?
Well, they can get Artificial Slavelings in a different form as an Ethics tech. But what of their great cloning project? Wretched Cloning is merely a Pop Growth antidote to the nasty effects of the Aul techs.
I guess we'll have to see how it plays, but in the test I did with Korath, they jumped out, then got their asses handed to them handily.
In the Minors tree, all the Trade Goods are flagged.
<CanBeTraded>1</CanBeTraded>
Given the recent confusion about the meaning of the flag, I have to ask if you mean that they can be traded, or cannot?
I note that the Plague and Disease Cures just below them are flagged
<CanBeTraded>0</CanBeTraded>
I suppose that you intended for those to be non-tradeable since they are racial grants.
That's an AI fix, because no AI overbuilds them once planets are fully crowded. But at that stage they are nearly useless.
I have no clue what happened here. Maybe stealing makes a difference to the auto-upgrade feature than conventional research of new technology. I always disable the auto-upgrade on most of my planets. You simply need to realize that there will appear odd situations from time to time due to this bug, but the other alternative would be to completely throw out all upgraded 1pp improvements from the game (and I'm not likeing this alternative because the 1pp buildings are very easy to use for the AI)
I can queue and requeue without any difficulties...
Then they will spam them endlessly on all worlds, even if said world is already beyond 20b ppl. The bonus held by the FDC is not recognized by the AI. We already had that problem within the first iteration of the CU.
The racial trade bonus from the Korx isn't added to your own at all. It's simply there to define the strength of his own routes.
Persistant Traderoutes and +25% Range is something that may come in handy in later stages of the game. Early on maybe on some sparse setups.
Since we're stuck at a single planet...
1Hmm. I wonder if flipping the CanBeTraded flag would help.
The problems you're haveing is due to the Minor-techtree bug. If a tech is unique to a sole civilization on the map then it will be cut out from the Minor's tree.
The cutout tech will leave a gap in the tree and all following techs will become inaccessable. There is a potential fix (which will also take the markings of all unique techs out of the game) but it's very difficult to do and it'll require that all techtree are absolutely finalized.
As for now I've used this bug so that if a specific (but precious) tech isn't in the game at (because the race wasn't included) then there's still a chance that you can get it from a Minor.
I think Master Trade was already missing on these. Your changes are ok. If you want you could drop some balancing thoughts and retexting on the trade-branch of the other civs as well. I always wanted to do those but couldn't find enough creativity. In short, I would like that all civs trade different items via freighters, and that could also involve different bonuses.
I don't understand this. How are you able to get Trade [tech] before the SA?
Neither do I understand that. How are you able to get the Drengin techs when using a custom race? A custom race doesn't get these techs but can choose from 200 RP which isn't much to begin with....
They should be tradeable. These taglines have to be there in order to overwrite the master file. The Minors in FW can be very good friends
Only for Yor are they racial. They get them baseline because as robots they are immune to biological disease. That's why these techs differ in their style in the Yors tree.
In all other trees those techs are cutout by the ImpossibleTehc-tagline but 2 severe events will bring them back. These need to be researched then the penalty goes away. However, these races are free to pass down the researched cure to other civs as well.
SuperProject Artificial Slave Centers is supposedly one of those that like Galactic Bazaar is recognized by the program by name. It as a multiplier,<F_AbilityFactor>0.3333</F_AbilityFactor>but no specification of what ability the multiplier is applied to. Text says that it is Military Production.
Well, in a test game I built it. It contributed the explicit 18mps and 10% PD, but nothing else. No change to the civ-wide stats at all. Military Production remained at 35%. Planetary Industry bonus remained at 15%.
I'm gonna try specifying an <AbilityType> and see what happens. - By itself, nothing.
It works. You can't find the bonus in stats - its hardcoded. Simply colonize a second planet and build it there - afterwards you'll find the MP on the other planet will jump up as well.
However, you can't have 2 of those bonuses working at the same time.
The F_AbilityFactor also only works on a very few select (and existing) buildings (which have different bonuses). The bonuses and the name of the buildings all are hardcoded. There is nothing else you can do except to play with the numbers^^
I think you're misunderstanding me. 'SA Trade' must be declared before 'vanilla Trade' in the XML file. It affects how the parser builds the tech tree. As I said, this only affects a few races as most are already declared in this order. But it is a good thing to know.
By editing the .raceconfigxml file and manually importing the techs. The Techs tab looks angry, but tough cookies! I wanted a Drengin Trader, so I made one. I won't comment on the limits of the Custom Race definition dialog.
Hmm. I suppose I could edit the Drengin block of raceconfig, but I don't like messing with the existing majors.
Negative. They are racial grants on all the minors. Look at raceconfig.
Personally, I like this. I will sometimes go for <ctrl-T> and hit <ctrl-Y> instead. The first event is always the Plague, and to counteract it (unless you saved recently enough to back up) you have to get the Cure and distribute it to all the AIs. (It really takes a while for them to realize that they're dying and start researching it.) Never have gotten a Disease event.
I simply don't know what you're talking about. I can't find any bugs in that regard. I've just redone the test/bug you've outrline in post 177
and all tradetechs were granted like they should.
What am I missing here?
Go to Raceconfig.xml --> Custom Race --> Customization Points
ah I forgot about them. but yeah, since Minors have only 1 planet their research power mid/late in game is too weak for them to research this cure in time. so they get it base and ofc it makes sense that they don't distribute it throughout the galaxy otherwise these events would become irrelevant.
Yes, but that changes them for all custom races. And if you specify it in the .raceconfigxml file, it gets ignore, then overwritten. I've just left it. Made an attempt with a race ID other than 12, but no success, and it isn't worth the time to pursue right now.
I don't know. I can make it happen by changing the order of the declarations.
The files I send you will have them in the order that works for me. So we should consider this a non-issue for now. When I get some time, I'll send you detailed instructions on how to reproduce. The instructions in post #177 are open to interpretation.
Yeah I would be very interested to reproduce that.
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