...
Yeah new game only, this is always the case with xml edits, the savegame data contains all the xmls for that savegame.
@jabberjaws - Yes they are 1 per planet, can not be destroyed and upgrade to +7 and 40% per level. In my testing this grants a population of over 40 if hub'd right. Do not see the issue here. If you want big planets use some tiles to make them so, nothing is free in this game
Edit:
Updated the Beta link with these changes:
Changed Farmer's global bonus to Population Cap.Fixed tier 3 Missile and Kinetic augments not working correctly.Improvements that can not be destroyed now say so in thier description.Added a -50% morale for 15 turns to planets flipped by culture.Added immune to culture flip for 15 turns to planets invaded and successfully conqured. (Wanted this as AI only, no can do atm)
Ohhhh, OK. Thanks for the help, Horemvore!
Horem ,
yeah you really made things tough to maintain wow, good challenge though. My opponents are at 100 percent morality and are loaded with money etc.. I wonder what your highest level of difficulty win is under these conditions (I'm on incredible)...whew them ships are expensive
perhaps a way to take out a loan or a pawn shop ?? lol
the AI government cant cover the number of planets they have but their morality is still at 100.. they switched from a govt that covered more to less
AI when they lose income such as a planet ? they lose their fleets sometimes and not be able to come back.. I did see a fleet just pop out of existence - thats why I thought upkeep should be cheaper..
*****What are your AI improvements for strategy in the mod ? in what way are they better , in your opinion than the 3.2 AI ?****
How many hexes is the range of the starbase with vigilant ability ? I am only getting 5 , I believe it was supposed to be 6
could not destroy the capital and rebuild it
What are YOUR personal optimal settings for galaxy ? I like some habitable planets but I always get too many or too few .. do the asteroid settings or anomalies change the habitable planet frequency ?
thanks buddy
JJ
Just out of curiosity...
You left the MOAR Planets out of the beta, missed or deliberate for some reason?
Funny you should mention that. I have an idea for a chain of events that can do this, just not sure its wanted/needed.
AI handicap for morale on incredible should keep AI planets happy all time. (Default)
What?
Theres not much difference here, just a few weights for certain ships and removal of rush buy on some ships. This will probably be removed, I was seeing if the AI would stop wasting its money on scouts and un-needed colony ships etc.
I have not changed this.
You have never been able to do this.
Depends what mood I am in tbh, usually either occasional on everything or comman on everything. (Habitable planets always common)
Asteroids/Anomalies should not effect planets.
Yeah its buggy (base game bug), and not been updated since last time.
OK, you guys lost me. What does MOAR stand for?
MOAR
Combination of "more" and "roar" meaning an insatiable demand for more. Probably originated by a 4Chan user identified as Anonymous. Was a poster meme. Now used to derogate any intemperate appetite expressed by groups or individuals.
I get lost when people use a lot of abbreviations while presuming everybody knows what they mean.
I'm old and not "up" on all this stuff.
Thanks!
Hehe, no longer as young as I used to be either
@Rap, sorry didn't mean to confuse you, but that was the name of the folder
@Horem, how badly buggy is it? I haven't noticed anything beyond that the "class 7" planets seem to be more than that.
I do like that part of the mod (although with my older computer, I had to go down a galaxy size)
How so? So far in my testing for the changes to income, Large - Ludicrous seem fine to me, can maintain my 400 odd ships and 50ish planets fine (although I usually have 0 maintenace on all starbases). No tested Tiny - Medium yet. I know with the tourism changes it pushed wealth worlds into touch, with my mod you may well have to have one or 2 of these, its what I intended.
Its just that, it can happen multiple times, and you can have upto 4 planets stacked in one tile. Thats the worest I have seen it.
Ahh, haven't seen anything like that in my games yet, but I've been working on balancing a personal mod, so I haven't been getting further than turn 125 lately.
Thanks
Horemvore
thanks for your answers !!! I apologize for being imprecise with my descriptions.
MS makes me tired. It messes with my eyesight too.
can planet stacking be stopped ? I have not seen this happen ..yet...
Could a module be designed that lays and removes space mines ? trouble would be getting the AI to use it. I suggested this among maybe 20 other things to SD -
what did you think of my ideas on that thread ?
I have noticed the AI roaming around with many colony ships , I thought they used them to increase population on deficient planets
Im sorry I did not make myself clear on the AI fleet disappearance. There was a fleet of 20 ships that just disbanded.. I speculated it might be due to maintenance. But maybe just a bug. Have you witnessed the AI disbanding fleets or single ships ?
I wanted to thank you again for your skill, time, and effort , I have recommended to SD that they hire YOU and GAUNTLET to work on the new game additions
Hardcode issue. Stardocks events that use the same action, do the same stacking of planets.
We can not make new actions, so no.
Nope.
@Horemvore
I can build a Tourist Center and upgrade it to a Port of Call. Then I can plop down another Tourist Center.
I don't know if this was intentional, but it sure makes for a lot of Tourism income!
Turn ~80, 27 planets, and making 200+ credits per turn. Very nice...
Thanks for the great Mod!! (And not because I'm getting rich, but because it's a great Mod.)
Richard
That is intentional. I scaled Tourism back by quite alot, maybe a bit to much under certain map conditions, hense you can build Tourist Center again once upgraded to a Port of Call. Its easier to moniter and adjust this way than redoing the Bell Curves again
got a ludicrous galaxy , I dont want to get 40 hours in to find I cant make alliance
how would I change the xml to make alliance possible if so?
v1.20 - does this have the no alliance problem ?
This
Updated to Version 1.22Fixed missing text for new anomaly groups.Tweaked map setups.Links to install and lets play videos added to install text file. (Thanks ColorsFade)Added Museum improvement (precedes Consulate, AI thing tbh).AI Governor tweaks.Fixed Ruthless text.Fixed Scary text.Easter Egg event added to some Lost Transport anomalies.Increased citizen transport and commander movement.Fixed Alliance Victory.Changed Farmer's global bonus to Population Cap.Fixed tier 3 Missile and Kinetic augments not working correctly.Improvements that can not be destroyed now say so in thier description.Added a -50% morale for 15 turns to planets flipped by culture.Added immune to culture flip for 15 turns to planets invaded and successfully conqured. (Wanted this as AI only, no can do atm)Moved the galaxy setup changes into its own module, mapsize changes are now on thier own.Updated the mercenary tooltip (requires UCP_Two Way Treaties)Tourist Center can be placed again once upgraded to port of call. (bug from 1.21)New improvement Fission Power Plant, precedes Fusion Power Plant.New improvement Clinic, precedes Colonial Hospital.Adjusted Zoom levels.Updated precursor world trait description to correctly inform the player of any bonuses applied to a sponsoring shipyard.UCP_Warmonger added: Warmonger ability and event.Made Spacemonsters, interesting.
Last update for a while. Lately I am finding myself rage quiting over bugs I can not fix, AI Starbase Placement, Multiple(5+) colony unique Improvements on a single AI planet, bad to dam right stupid pathfinding, more that I am enjoying playing. I did ask in discord if these issues were going to get fixed before the next expansion, got the usually blank response from Stardock.
thanks buddy !!!
gave you more karma
Horem
HANG IN THERE FRIEND WE APPRECIATE YOU !!!
ST_FactionDefs.xml causes duplicate races of ST some with no home planet, some with no Race Pic , and ctdt when trying to edit them
this is a new file , what is its purpose and will the faction play as before without it ?
I have removed it and the Factions appear normal now
Doh its not supposed to be there lol, I have removed it from the download.
you have TWO GovernmentDefs.xml entries , should one be removed ?
** 1 here : UCP_Governments
** 1 here : UCP_Colony Limits
Death Furnaces ( merciless ideology) do not give the +3 adjacency bonus for construction
this appears to be correct in defs...
<Improvement> <InternalName>DeathFurnace</InternalName> <DisplayName>DeathFurnace_Name</DisplayName> <ShortDescription>DeathFurnace_ShortDec</ShortDescription> <Description>DeathFurnace_Dec</Description> <Icon>FleshFurnace.png</Icon> <BuildIcon>FleshFurnace_Build.png</BuildIcon> <ListIcon>FleshFurnace_Icon.png</ListIcon> <ImprovementType>Manufacturing</ImprovementType> <SecondaryType>MaxManufacturing</SecondaryType> <PlacementType>ManufacturingUnique</PlacementType> .................................. </LevelEffectStats> <NeighborBonuses> <GiveBonusToNeighborType>Manufacturing</GiveBonusToNeighborType> <NeighborBonusValue>3</NeighborBonusValue> </NeighborBonuses> <Prerequ> <Culture> <Option>MotivationTrait4</Option> </Culture> </Prerequ> </Improvement>
you feeling better ?
settlement and metropolis did not work using CYBERNETIC beings
is it because they lack UCP_Metropolis etc...like UCP_Prospector
this is what you have :
<Improvement> <InternalName>Settlement</InternalName> <DisplayName>Settlement_Name</DisplayName> <ShortDescription>Settlement_ShortDec</ShortDescription> <Description>Settlement_Dec</Description> <Icon>Settlement.png</Icon> <BuildIcon>Settlement_Build.png</BuildIcon> <ListIcon>Settlement_Icon.png</ListIcon>
<Improvement> <InternalName>Metropolis</InternalName> <DisplayName>Metropolis_Name</DisplayName> <ShortDescription>Metropolis_ShortDec</ShortDescription> <Description>Metropolis_Dec</Description> <Icon>Metropolis.png</Icon> <BuildIcon>Metropolis_Build.png</BuildIcon> <ListIcon>Metropolis_Icon.png</ListIcon>
I could not find a png for them either in GFX
I could build a city of sorts however with values of 5
Cybernetics dont have access to cities, period, they get other things.
Sneak PeakVersion 1.24AI Starbase governor tweaks.Shipyard's now gain fighter's for each hull tech unlocked. (4 Guardian, 2 Assault, 2 Interceptor in total)Battle start position tweaks.Guild of Engineers mega event added.UCP_Temporal War added. End game mega event, always fires between turns 175 and 200. Spawns Temporal Anomalys. Access to Temporal technology lines or Unique Temporal faction that have temporal techs available to trade (have to test a couple theories). Access to Temporal ship components. Temporal Agent citizen unlocked.Tweaked Commander blueprints.
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