Tetrasodium

Tetrasodium

Joined Member # 2420945
29 Posts 157 Replies 1,645 Reputation

[quote who="joeball123" reply="10" id="3591907"] Quoting MottiKhan, reply 8 They didn't take birthing subsidies out completely? It's not even an option in my current game. I assumed it was removed for everyone. My pop is only growing at 0.3 per turn. Maybe it's just the Snathi. I've been going with the infl

22 Replies 28,524 Views

there are different qualities of unusable tiles , it might ne that a given planet just doesn't have any tiles of that quality left to give I think... In a parking lot on my phone

46 Replies 119,176 Views

[quote who="peregrine23" reply="5" id="3591476"] This isn't an exact fit for your question, but I find the Yor tree combined with the synthetic trait to be the most powerful thing in the game. The ability to fully load a transport and have max population back on your planet in a turn or two makes invasion a breeze, while you can start to spread your pop too thin with an organic race. Hives are definitely #2 though. [/quote] Yea, thalan is "wow this i

8 Replies 25,743 Views

[quote who="psychoak" reply="13" id="3591162"] I had dual monitors 10-15 years ago too, it's hard to get anything done with just one. [e digicons]:)[/e] I had this sweet 1600x1200 native resolution NEC for a primary, it was beautiful, and 80 pounds. People that don't have them just haven't learned yet, it would be impossible for me to function efficiently on a single display even if I were just using my system to play around and didn't make a living on it.&nb

25 Replies 120,250 Views

[quote who="peregrine23" reply="1" id="3591090"] 25% of players have multiple monitors This is higher than I expected. It suggests to me a high % of hardcore players, but maybe multiple monitors are more common than I realize. [/quote] its not that surprising. fuel monitor outputs (vga/dvi with an hdmi especially)has been ridiculously common for Years now & it's not uncommon to see lcds

25 Replies 120,250 Views

[quote who="Gauntlet03" reply="6" id="3590928"] Very doable, I've done it, but I don't have the skill to teach the AI to combat it. Also, I felt it was too good for the cost and range of a MSB. I think a unique ring with a very small range is better. [/quote]I did it accidentally in a version of ilo I was testing out by giving various flavors of move penalties to military/mining databases & because cojstructor

7 Replies 31,323 Views

I'm working on balancing jumpgates & a few other thingsinto the next version of ILO. Now I'm at the point where I want to add them to stock races on turn0 and need to figure out hoe to add a functioning starbase with specific modules to factiondefs but don't have anything to work from as a starting point. I need to do specific modules because it would be gamebreaking in multiple ways to start with a fully upgraded jumpgate can

3 Replies 5,407 Views

[quote who="naselus" reply="3" id="3590473"] Quoting Tetrasodium, reply 2 That's too bad, it should probably be a global setting that can be overridden on a case by case basis in factiondefs or custom race equivalents. I don't have any immediate plans to change it, but I could see how changing the starting pop values glo

4 Replies 17,687 Views

[quote who="naselus" reply="1" id="3590446"] Quoting , quoting post on a side note, notably missing from that is the 10mil pop given on turn0 to civ homeworlds. I'm not sure where/if that's stored somewhere but considering I wanted to mod it during beta for a race & one of the reasonably recent devstreams

4 Replies 17,687 Views

[quote who="Frogboy" reply="17" id="3590209"] There are two different discussions here: Mod support and Steam workshop support. Steam workshop Many mods can easily break the game for other people if they forget to include something. Hence, some sort of Steam workshop support for just all mods is not going to happen. Ever. There are many other paths that might be possible depending on what Steam supports. For instanc

20 Replies 47,993 Views

[quote who="Gauntlet03" reply="15" id="3590103"] Well it'd be a separate mod file of course. I have one, that I think largely fixes my personal peeves for Starbases. It... 1) adds a speed boost module to econ bases, less efficient than the military one. 2) Sensor improvement that increases sensors by .75 of the base, available to any base. 3) +2 range improvement available to any base, no techs. (helps with mining spam).<br

20 Replies 47,993 Views

[quote who="Gauntlet03" reply="13" id="3590096"] PS: Confirmed, Naselus mod seems totally compatible. [/quote] ILO too, I've had GRM installed since well before I even started on that [quote who="Gauntlet03" reply="4" id="3589856"] very purposely have avoided content that would conflict with other mods... [/quote] out of curiosity, what sorts of content would you include if you could avoid conflict?

20 Replies 47,993 Views

I'm not sure if it would realistically be possible to make a "comprehensive guide to modding" simply because there is sooo much you could change in soo many areas, it's like asking for a "comprehensive guide to medicine". there are a handful of more narrowly focused ones like the race guide linked, naselus's recent one for ai modding & something ekse further back. I wrote a couple basic generalized ones during beta too Basic modding guide <a href="ht

15 Replies 55,391 Views

[quote who="joeball123" reply="13" id="3589983"] Quoting janhardo, reply 12 Why not minefields around a SB to slow down a enemy fleet ? Because minefields in space are usually one of the stupidest concepts in science fiction, especially with an unconstrained FTL system such as is used in the G

55 Replies 82,402 Views

with the tech cost multipliers able to offload the work of editing 4000+ researchcosts by hand through changing 6 techinflation variables as needed, I find myself with a -lot- more time to actually improve ILO with new stuff. Specifically I am implementing jumpgates(and sorta have locally)... Now I want/need to add a starbase with some modules to any race at the start of the game before I rele

0 Replies 5,933 Views

[quote quoting="post"] Ok, we're now past 1.3 and the dev streams have been very non-commital "that'll be in 1.2," "that'll be in 1.3." This is a sandbox game where the big selling point is scale and modability. Well, having a choke point where we can't easily install and uninstall new buildings, new shipsets, (even new colors), is really get tiresome and might have already killed any kind of large-scale modding community before it even got started. The number of new mods

20 Replies 47,993 Views

Could also be the governors make the ai able to actually say "hmm... this planet is being overrun with that guy's influence, let me build some extra influence things here"

10 Replies 8,118 Views

[quote quoting="post"] I mean, have you EVER referred to yourself as a 'Terran' or heard anyone else doing that??? The only time I ever heard the term 'Terran' was in cheesy sci-fi movies and I know this game is above that! [e digicons]|-)[/e] (this post is not to be taken entirely seriously ... but it still kinda bothers me a bit. One of the reasons I never play as ... ourselves.) [/quote] Who is

12 Replies 57,306 Views

[quote who="naselus" reply="6" id="3589633"] Quoting StellioPaultos, reply 4 Um btw. . . . . . why hasn't anybody mentioned drive size ignoring your hull size ? I think it's cosmically absurd that tiny gnats must haul the same hyperwarp rig that propels your deathstar in o

8 Replies 55,056 Views