Moosetek13

Moosetek13

Joined Member # 2429459
17 Posts 572 Replies 24,120 Reputation

And that is why the food bonus tiles are a total waste of game space. I have the same problem with the 100% tiles too. The planet gets way too overcrouded. But you're right, there is no penalty for getting rid of the excess by adjusting the food supply. In fact, it is just the opposite. If the approval is down around 40% with 23B galc's and I take out the farm or replace it on a non-bonus tile, then with the next turn the population wil

28 Replies 15,939 Views

I have noticed that the AI's don't know how to use a ship gifted to them either. I have done it several times, and very few actually use them. Maybe they are trying to reverse engineer them first or something. The Terrans are always very slow to colonize for some reason. They have to be way out in the open and have a lot of time before they make a real push outward. But I have seen them take a quarter of a huge galaxy if given time and not t

15 Replies 7,032 Views

Just make sure you go into the Options/Video and turn down some of the setting like Anti Aliias. Your system really is not the best for this game, in fact it is very marginal. You will want at least a 2GB swap file as well. Games typically take over a GB on any map larger than small. If you can manage it put another 512MB of ram in.

14 Replies 9,321 Views

It's cheating to gain an advantage the AI is too ignorant to capitalize on? Sound thinking is more like it. I get Xeno Ethics as the third tech I research, the first two being Research Centers and Research Acadamies. It is third because I then get the option of the Neutrality Learning Center when I choose Neutral alignment, and the NLC follows the Research Acadamies.

13 Replies 8,665 Views

The components will always size up with the ship by a certain percentage. But if you mod the ship size you should still get more capacity. Either way you have to mod something. Here you go. I modded the Huge Hull. This one is twice the size with 50% more hit points and costs just about twice as much. It is named HugeHull3 because the default hulls are HugeHull0, HugeHull1 and HugeHull2. If you already are using something as a Huge

3 Replies 2,917 Views

And the sound drivers are dated 2004, pretty old stuff. Citizen Moerke, you really need to get up to speed with that computer. It is all weirded out from the looks of it. Are you running that resolution because you are using a wide screen monitor perhaps?

7 Replies 3,315 Views

Maybe it's the fact that you are using Beta Nvidia drivers. Try going back to 81.98 and see if that helps. And 1280x800 is a really funky resolution. Try setting it to a more standard 1280x1024 or 1024x768. And don't forget, uninstall the Nvidia drivers first, then reboot, then install the new older ones.

7 Replies 3,315 Views

I think those must be coded into the exe file. I have not seen anything in an xml file that deals with the bonus tiles. The only option now is to check the planet for bonuses, and do a cntrl-n to start a new game if the planet is not up to par. Cycle through enough planets and you are bound to come up with some good ones sooner or later.

22 Replies 7,733 Views

I disagree. If it is a 700% bonus tile you should get 700% extra production for the cost of the 100% tile/building. Moot point, since that is how it works anyway with the manufacturing bonus. It works that way with the research bonus, however. So you can be happy on one count anyway.

22 Replies 7,733 Views

I just did an experiment with that game. Spending started at 6bc. I bought the factory on the 700% tile and the spending went up 7bc. The normal charge on factories is 1bc. So, it only charges for one factory while giving the output of 8. I demolished the factory and the spending went back down to 6bc. I bought a xeno lab on the 300% tile and the spending increased to 15. The normal charge on the xen

22 Replies 7,733 Views

I don't think armor should take space either. It is either a plating to the hull or integrated into the material. Cost is a different matter though. A larger ship should cost more to armor than a smaller ship. That is why I was trying to find a cost modifier for it.

13 Replies 9,369 Views

I usually put 3-5 engines on my ships. The more engines you have the more movement points you have. That means range. And the more movement points you have, the more enemy ships you can take out in a single move.

10 Replies 10,123 Views

The trouble is, there is a SizeMod but no CostMod. I wanted to keep the size the same and change the cost for each hull. But i can not figure out how to do it. I added a CostMod field but it did not change the cost like the SizeMod field changes the size. If a dev reads this, could you respond on this? Is there a way to do what I am trying to do? Can a CostMod be coded in from an XML file, or is that type of thing only in the

13 Replies 9,369 Views

If you try to fix the upgrade path don't forget to stop the other upgrade paths or you run into a real conflict when the tile tries to upgrade to both the invention matrix and nlc at the same time. That is probably why it was done that way in the first place. They are two different branches.

5 Replies 4,516 Views

must be an expensive planet to maintain Just the opposite. Think about it. It takes one tile, one factory, for the same manufacturing output as 8 (or 2 or 4 in the case of the 100% and 300% bonuses) separate factories. So the cost is 2 compared to 16 for that factory complex. You only have to upgrade one building instead of 2, 4

22 Replies 7,733 Views