I'd like to create some planetary improvements with multiple tech requirements (Enhanced Miniaturization and Micro Robots in this case). 1) I don't think its possible now...will it be in the future? 2) Can you have a trade good/galactic achievement as a tech requirement? -Knyghte
Knyghte
FYI: Still fails in beta 3.
Yay Codecritter! Pedxing, I'll give you an quick example of why I prefer to not auto-obsolete the ship. When I make a ship, especially if I just hit a new size/capacity, I first create a design with the jewelry only, the look that I want for a specific ship class. I save it, then add the appropriate modules, typically weapons and defenses. When dealing with a different enemy, I go back to the base design, upgrade and add a different asso
Yes I did. The original design *poofed* aftwerwards. Should be easy to repro. Just start up a game, create a ship, then update the ship. I'm at work, so I can't test atm.
I was playing with the latest update last night, and I noticed something that I believe happened because of the new ability to upgrade the core ships. When I update an existing design, the old design simply disappears, without any notification. I was expecting the old design to still be available until I either told the shipbuilder to delete or obsolete the design. I should note that the design I was working with was not a core design.
--adding code to be able to upgrade but not overwrite core designs and mods *Cheer!* I know a huge amount of people were looking for this (me included). -Knyghte
Sweet! Thanks for the quick feedback Tetrasodium! I'll probably up the costs (way up ) on the colony modules for my next game, I was just trying it out to see if it would even work.
As a side note, can anyone tell me how to get my posts to show up in the right place? I went to the mod board and created the post, but my post isn't showing there. *Shrugs*
I was playing around with creating an advanced Colony module that following the same theme as the Troop/Advanced Troop. So, I added something like the following to my GC2Types.xml {Module Name="AdvColonyModule"} {DisplayName}Advanced Colony Module{/DisplayName} {Description}Each advanced colony module holds 1000 legions of colonists. Put these on your ships and then send those ships to uncolonized worlds t
So, if I copy and rename the model names, then I can change which tab it falls under? Any idea on the sort order? I've currently got blank hulls interspersed with jewelry in a seemingly haphazard way.
Loving the game, just starting on my first mods. Concerning extras: I've been playing around with Kyro's hull mod (awesome mod by the way, kudos!) and decided that I'd try to label (generically) the various jewelry. I esssentially numbered them, and found something interesting. There are something like 25 pieces of jewelry in the G2Types.xml, but there are actually more then that displayed in the Shipbuilder. I numbered them Structure 001
Loving the game, just starting on my first mods. Concerning extras: I've been playing around with Kyro's hull mod (awesome mod by the way, kudos!) and decided that I'd try to label (generically) the various jewelry. I esssentially numbered them, and found something interesting. There are something like 25 pieces of jewelry in the G2Types.xml, but there are actually more then that displayed in the Shipbuilder. I numbered them Structure 001