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!
Korx Shadow Syndicate has the same econ bonus as the Stock Market that it upgrades, adding only a morale bonus. This makes it essentially a morale upgrade. Was that intentional?
Of course. Do you think I design these things randomly? In FW Korx do not have an own morale-building branch on their own. Instead, I wanted them to go the economic route it fits more their overall style.
However, the Fitness Park is base for many factions and I didn't want the Korx to have weak starting moral improvements still build in the endgame, so I decided to create a building (Competition Stadium) which would close the gap and transform (through the upgrade chain) all morale buildings into mixed-bonus ones.
However, I still had to retain (at least) a portion of the morale bonus to mitigate the planetary moraldrop (after upgrade complete) so that no world would loose population.
That's why I also didn't want to make the Syndicate stronger than the Stock Market in economic terms, because the add. morale bonus already ensures that.
This technique - to have a bifurcal improvement-lines which will end up at the same goa - is unique to FW. I actually would like to integrate this on more occasion, perhaps with new buildings on techtrees that still would need some individualization (everyone that uses the Terran-scheme as base, such as Altarian, Drath or Arcean).
For a player, it makes the branch more likely to be researched completely and quickly. I hope the AIVAlues are enough to lead the AIs down the same path.
Shrine of Tandis is no longer a Super Project but a 1PP(!). Yet it still has a Loyalty Ability bonus. Doesn't that mean that every Shrine built increases the racial Loyalty by +25% ?
---
I tested it, and it grants a local Loyalty Bonus: 25%, but I can't tell if that's from
<AbilityType>27</AbilityType> <!-- Loyalty --><AbilityAmount>25</AbilityAmount>
or from<ResistanceBonus>25</ResistanceBonus>
The Loyalty rating in the Civilization Manager changes not at all (though it does reflect the little changes from Loyalty anomalies). What, AbilityType 27 doesn't work?
Hmm. Wiki says that AbilityType has no effect for 1PPs and spammables. << This.
BTW, Temple of Memories has the same issue.
I have to question the point of the Synthetic Land Creator with PlanetQualityChange = 1. Yes it is spammable, but if you used it to enable all those dead tiles, they would be full of Synthetic Land Creators. So net effect: NONE, except the waste of resources to build them.
Have you tried it with PlanetQualityChange = 2? That would actually do something.
I got caught up in another test game - this time as Thalan. I'm not thrilled with how the Thalan plays. The reason I got into the game was that I noticed there were seven resources (including two green and three (!) red) within two grid squares of Thala. Then I found out that Thalan starbase usage is fubar until you can get Hyperion Weaponization - which is so expensive that I couldn't get it until late in 2229.
I do like how the Hives are cheap and low-yield, and I also like the Gaia Vortex that just cranks the Food dial to 11. I've got a couple Vortexs [intentional spelling] sitting on triple bonus tiles: I want to see what happens when I build an Economic Capital on a 30B world.
Oh, and there's something screwy with the Slipstreams. You have Slip3 renamed and depending on VRM, but after I traded for Slip1, Slip3 attached itself to a non-existent Slip2 in the Slipstreaming group. It might be the declaration order bug. I'll check it out shortly.
Another test where Drath just doesn't colonize well. This time they ended the rush with their four home worlds and one other not far away. I don't think that they "don't colonize" but rather that they don't have a lot of urgency about it, and the others just get there first.
One disturbing occurrence, though. Because his position was so small, I gave Drath the Barren World tech for two vacant worlds in the area. I actually scheduled, launched, and aimed a Colony ship for him. It got about half way, then disappeared. I think he purged many of his local ships, possibly because the other AIs keep giving him ships, even without a war on. But a colony ship with a good destination?
Is Drath using a unique AI?
What you're missing in your calculation is the Planet Quality-ability.
In short, the Iconians TechVic-bonus nets them around 7-15 (grossly estimated...) extra tiles on all planets they have.
That is one of their weaknesses (initially) but it will later turn out to be an advantage. Thalans need to spend far less MP on their starbases than everyone else. The downside is that in the early game they won't be able to do lots with starbases, so simply focus on other stuff to do.
And, year 2229 is early enough. You could use the anomaly-trick to advance that but that is a somewhat mild cheat (IMO).
I see, if you inject an additional tagline into the Thalan's techtree.xml it will fix the bug:
<Group>None</Group>
[in their Slip3-iteration...]
There may be some other techs (also in other trees) that may have the same problem.
Drath are designed to an "early-weak but late-strong" civ. The reason why they suffer initially in the colonial rush are diminished pop-growth = less economic strength.
If you gift the AI ships they will oftentimes redirect it to the nearest planet and once in orbit, from time to time, only consider to use this ship.
Generally the AI routine will only direct Colony Ships to planets if a Scout did flag a habitable planet suitable for colonization.
At some point in the game all AIs will refrain from building Colony Ships even if planets are still free. At this point they will destroy all non-military craft and try to fight it out militarily.
I've swapped the Drath's AI personality to 10 so that they can use defensive modules in their ship-designs. The conventional personality didn't do that.
Another strangeness in this galaxy layout. There are four minors - three of them within three parsecs of each other and all within spitting distance of the Korx homeworld...
I don't really dislike the Thalan design. I just find them frustrating as hell to play. In the early game at high difficulty the economy is so weak that the AIs consider them a walkover, even with decent military rating. IIRC, I backed out of at least 4 declaration of war (Arcean(2), Torian, Korx) before letting the Arcean one ride, and at least that many threats. If I didn't have to play them, though, I think they'd make worthy and interesting opponents.
I'll try the Group=none trick. Thanks.
I'm not missing anything. I've tested it. Each Land Creator adds ONE (1) new tile to the world it's built on, and does not change the racial PQ ability at all.
Which has what to do with it?
BTW, Class 34 planet gains 4 tiles; Class 16 two tiles.
I also saw this oftentimes.
hmmm you must be doing somethign wrong here.Yyou start out with Fertility Clinics, a tremendous pop growth bonus plus production buildings that also give pop growth. All your planets will be at max pop in no time even without low taxes.
The Gaia Vortex also increases planetary food max to 15 (not 11) which is an optimal number econimically. Then you have banks, go neutral early and get Purchase Now rating up. Even without Stock Markets the Thalan economy is balanced, they get stiffled on a few regions but are better elsewhere.
You could also go to war early, and you can as well defend yourself from early aggressors because of the early swift weapon & defense development.
Maybe I could decrease the Hyperion Weaponization-costs, but look how many modules are given (the Assortment as well, they practically have no cost)
Ignore the costly techs initially, don't swim against the stream. When I did design their tree I left a hint to the right path by the cost.
No, this is wrong. You got something mixed up. If you research the Iconians tree you'll have, at least, +105% PQ. If you then build the Synth Land Creator it will give you 2 tiles, not 1. And it doesn't matter if you're below 100% because above +50% you get an extra tile every second Land Creator.
Maybe you don't know how Planet Quality works? In Twilight (and I think, also DA) it will also work dynamically during the game, not unlike DL where the rating is applied to all planets at startup.
Spamable improvements can never increase racial stats - although that was planned (and even buggily included in the vanilla game...) but it did never work in no iteration of the game.
A language impedance mismatch. Volume knobs are typically scaled from 0 to 10. "Turning it up to 11" is literally impossible, but so is "putting out 110% effort." Ever seen the movie Spinal Tap?
Don't tell me how wrong I am. TRY IT YOURSELF. Start a new game with Iconian. <ctrl-alt-R> to gain all the techs, then <alt-R> to get the Tech Victory. Note the PQ ability. Buy a Colony ship if you want to compare to a lower quality planet. Schedule a Land Creator (LC) on every tile so additions are obvious. Run a turn. Buy a LC. Run a turn. Buy a LC. Run a turn. Buy a LC. Tell me what you see.
ok I see I've been falling into the trap of a display bug. let's see if the PQ increase by +2 would fix that situation.
but the PQ info shown next to the planet is multiplied by the Planet Quality rateing just the tiles don't follow this. With SLC with +2 tiles you can have planets that are showing PQ = 300 when, in fact, just 72 tiles are free. That could cause some confusion.
Yeah, I saw that. The +2 PQ increase, when it happens, does not translate to two tiles, at least this early in a game. (That's always bothered me about this type of test.)
Okay, maybe the +2 fix isn't great, but it's better than +1, until proven otherwise. Fortunately, I don't expect that many games will go long enough for this to matter.
Nearly done with . I hope I'm catching all the cases where the description of the tech and/or improvement no longer matches what the thing actually does.
A question: have you made substantive changes to GC2_Conversations and the flavor texts? I'd love to replace them entirely. IIRC, Conversations was a long PITA to fix.
Oh, and how wedded are you to your replacement of the vanilla BriefDescriptions in PlanetImprovements with the cost. There are quite a few text phrases that have more merit, and the cost is already in the Description. (Personally, I ignore both; I use the Time number to judge the effort to build.)
Mind Control Center GA has two lines for Loyalty ability:
<AbilityAmount>100</AbilityAmount><AbilityAmount>10</AbilityAmount>
Which is correct?
BTW, the primary effect of the MCC is supposedly instant defections. Another case of code keyed to the name?
There are two Xeno Brainwashing techs defined in TechTree - one around line 530 the other near 4675. Only the first is passed into the race trees.
Here is the second:
<Culture ID="XenoBrainwashing"> <DisplayName>Adv. Brain Washing</DisplayName> <Description>Total protection against cultural subversion.</Description> <Details>...</Details><Category>Culture</Category><Alignment>Evil</Alignment><Requires>Concepts of Malice</Requires></Culture>
The improvement Reeducation Center is never enabled for an Evil Civ (except Drengin already get it).
Was this intended to enable Reeducation Center for all evil, or should I just comment it out? (I think it's too much for all evil to be made culturally immune.)
How the hell does one delete a table from a post in this furshlugginer editor? Or <gasp> delete a post?
Anyway,
ShipMoveBonus
This adds additional movement points to ships built on a planet with this improvement. This also uses a hard-coded improvement name.
ShipSpeedBonus
Like ShipMoveBonus, this adds additional movement points to ships built on a planet with this improvement, but without hard-coded names, so this can be used by multiple improvements.
Both of these features are employed in the Arcean Nav Centers - and elsewhere. Any idea what names ShipMoveBonus applies to? Im' gonna guess the first two Nav Centers.
I'm also gonna guess that you use both because one or the other is ignored, depending on whether the InternalName is recognized by the code.
How do you implement the Module cost => 0 for improvements such as Space Truckers Guild?
Arcean Stellar Forge does not in fact "nullify" the cost of Construction modules. It decreases it from 50 to 10. I've made the change in the narrative.
Am I figuring this wrong or is it a bug?
Capital = 24mp
Fusion Reactor = 12mp plus a bonus
reactor is sitting on a 300% tile - should be 36 more but Summary shows it as 30
24 + 12 + 30 = 66, which is shown in the Summary
The 10% bonus is acknowledged in the Summary, but never applied. World has no moon or outside influences, unless there's a racial bonus I'm missing (Altarian).
33% on the Military and Social sliders, yet 17 for each is shown on the Planet page, which is only about 25% of the 66 to allocate.
As I figure it, 24mp from the Capital. 48 from the reactor, plus 3.6 from the bonus if applied only to the base output, or 7.2 if applied to the adjusted output, for a total of ~76 or 79.
Multiplied by the slider values, the output per category should be about 25 or 26.
Is this a bug or am I missing something?
Out of curiosity I tried PlacementLimit 2. Works fine. I wonder if there's anything it could be applied to.
Hmm. Two Starports? Might be a blow against the 1PP bug.
Two problems with the Spy Super Ability. 1) If you turn off Super Abilities, then Counter Espionage (CE) is not defined (appropriate, I suppose) but Superior Espionage, which is supposed to require CE, is defined and granted, enabling the entire Spy SA tree.
2) If you define a custom race using the Krynn tree but without the Spy SA, then no spy is ever enabled.
I've tried a couple of fixes to these, but none were satisfactory. Not a huge problem, I suppose.
There are many great features available to you once you register, including:
Sign in or Create Account