Some more digging through the XML to figure out what the problem was. Turns out, the Kiln of Worlds Complex has its ImprovementType set to DurationalProject, not Special. This means that it shows up in the build list for the colony where the Kiln of Worlds Center is, but building it does not do an upgrade. Never mind. It just seemed strange because I had never come across it
RemingtonRyder
So, I've been adding a support ship with a beam magnification array to each of my fleets... trouble is, it has no effect on the beam weapons of those fleets. I did a bit of digging in the XML and here's what I found. Beam Magnification Array (BMA) looks to be coded in XML to give a 25% bonus to ships which have a component of type BeamWeapon, but there are in fact quite a few beam weapons of type BeamWeaponEnhanced and those are not specified as targets in the BMA's XML. So, s
After playing the map editor today I felt a little bit underwhelmed by the size of nebulas/storms. So, I made a mod which overrides the default TileAreaDefs.xml setting the size of them to be a bit bigger than normal. The minimum size of nebula you will see now is 6x6, though it may not fill that entire area. The maximum is now 18x18, but the actual largest nebula you might see depends on whether two of them get generated next to each other. Instructions: Extract the ZIP file
Synthetic races don't have the Environmental Engineering tech, which the first co-ordination tech has as a prerequisite. They can still get +10 Administrators from the Bureaucrats trait, but that's all.
Here's my take on trade offers. In my experience from GC3, the offer tends to be for a bunch of stuff including a hefty sum of credits on my side of the table, and a few things on the AI's side of the table, which I may or may not need. There wasn't any way to look up what a resource could be used for e.g. Epimetheus Pollen is used to promote administrators to ministers, so having a stockpile of it is very useful if you're an expansionist or you like building a lot of hypergates.*
The other day I had one of those ideology choice events with an empire saying that they would declare war on me because according to their spies, I assassinated their ambassador. Okay, well, uh, which ambassador would that be and hi, how are you, nice to make first contact with you. In other words, I had never even met this empire, and after this event I still hadn't. Checked Diplomacy screen, nope, nobody new there.
Seems like what I did way back when I created the civ, was use the Terran Inverted palette as a starting point and then pick my own colours. Through a bit of trial and error, I managed to put together an XML mod which adds my custom palette. The first hitch was that the default 'Diffuse Gradient' colour palette has a big ol' gap. Simply counting to where your desired colour is in-game won't work past a certain point. Opening up the palette in GIMP gave me a vague idea of which colour
Hey folks. So, got a tiny problem with the ship designer. The one that you choose from the main menu. See below, I have picked a custom set of colours for my civ's ships. (Sorry, if the screenshot is huge) When I go to the ship designer, I can't pick my custom civ's ship colours from a menu. I can on
Mind if I add on here? Some of these may not be exactly QoL. 11. During long games where I'm (shockingly) at peace with the AI players, it will often be the case that treaties will expire and there isn't a cue which tells me that I can renew them. 12. Sometimes when I'm browsing the tech tree I wonder 'why is this going to take so long?' and it would be helpful to indicate things like: high base research cost for that tech, low base research output. low research spending
I play stock Yor on an Immense galaxy. I had only a few opponents selected. It took a while to meet any of them but by the time war was upon me I was well on my way to becoming an unstoppable juggernaut of raw production. The thing to bear in mind as the Yor is that social production is crucial to doing Assembly projects quicker, which gives you more population so you can research and do the more expensive Assembly projects quicker. You do need military production in order to keep mak
Single player is also not stable, just so you know.
"Deez Nuts are yours. Except Cashew. Attempt no landing there." :)
Ships on Sentry duty will react (appear in the unit cycling) when a friendly ship is detected e.g. a Snathi scout ship moving through the sector will cause Sentry to disengage.
I'm not sure if this is new in the 1.71 opt-in or whether I just haven't had the circumstances to create it before. If you have a lot of weapons firing off in the battle viewer, in my case about a half-dozen disruptors from the same ship, then from what I can hear some of the weapon sounds are not played, so there's a little bit of a disconnect between what you can see happening and what you hear. Not a big deal, I know, but I thought I would throw it out there and see if
Hey Derek, there's a bit of a problem overriding certain XML files. For example, if you want to override MapSetupDefs.xml then it has to go in Mods/data/Game rather than in Mods/ModFolder/Game - at least, that's what I've observed.
You can get all the medals? :) If I play a Metaverse game it'll just be for funsies.
Old bug, still present!
Well I had a look in MapSetupDefs.xml and what I found is that None allows the same chance of Antimatter as Rare. :P Still doesn't explain why I found Durantium in an asteroid field, but... *shrug*
I decided to take a crack at an Insane-sized galaxy. I have been playing with Resource Frequency set to None in the options and up until now I assumed that it worked, that no strategic resources would generate. But then I explored a bit and found one black hole with an Antimatter resource, and an asteroid field with a Durantium resource. Checked just now and my last settings used to start a new game include Resource Frequency set to None.
It's okay for the AI to kick your ass while you're getting the hang of the game. Remember, while it may have been programmed to play to its strengths, your strength as a human player is being maddeningly unpredictable. I've been playing as a Synthetic race and it took me a while to realise that yes, I need to spam Assembly projects to keep building up my economy and offset the loss of population from sending out colony ships. On the upside though, as far as I can see there
As I recall, doing a Steam release does involve some time spent integrating Steam. It's slow enough to not be ideal for an intensive round of testing and bug-fixing, but works fine otherwise.
It's been four months since Brad popped in and asked whether it is ready to go on Steam. In that time there's been who knows how many alphas of the other game I've been interested in, and I like the other developer more because he engages with the community better. Being honest with you here, and considering that it would be a 'free' update, I don't so much mind the time that has elapsed. However, lack of engagement with the community about a game
[quote who="Rhonin_the_wizard" reply="39" id="3584680"] I have some rather bad news, the release date of XCOM 2 has been pushed back to 5 February 2016. [/quote] No huge surprise there!
Well, considering that Adobe Flash Player has been patched for vulnerability twice in the space of a couple of weeks, I wouldn't mind seeing it get annihilated from orbit. It's only stuck around for so long because of Flash games. :P
If you're quite friendly with them, you could ally with them, then I don't think they'll be too worried about your transports rolling through. I could be wrong though.