MabusAltarn

MabusAltarn

Joined Member # 2490498
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[quote who="SilasOfBorg" reply="610" id="3509809"] * the new SB progression feels quite reasonable. [/quote] Glad to hear it. [quote who="SilasOfBorg" reply="610" id="3509809"] Did I mention I'm still kind of a noob? [/quote] Then you should be have quite the challenge on painful. This is a good sign. Thank you for your feedback.

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[quote who="SilasOfBorg" reply="607" id="3509682"] The description in GCTypes.xml could use a little love, though: [/quote] Cheers. Fixed. Thanks for letting me know. Download: https://www.dropbox.com/s/rre1q8917zy5n8q/Community%20Update.zip?dl=0 If you spot any other typo's, wrong descriptions, etc, etc let me know :) &n

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[quote who="SilasOfBorg" reply="605" id="3509677"] Mabus, quick question, why did the Colony Module get put back to 250 colonists (looking at your latest update)? [/quote] Not that I'm aware of. IT's at 500. New update: https://www.dropbox.com/s/rre1q8917zy5n8q/Community%20Update.zip?dl=0 All mining and production assist modules have

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[quote who="MarvinKosh" reply="600" id="3509587"] Hmm, Life Support is back to normal. I guess it didn't work out as planned, then. [/quote] IT failed on an epic scale. As did slowly recuding influence, extra influence, etc, etc. I guess we're stuck with AIP7's short sightedness for now. Regardless, here's what were going to do. We're keeping the AI's in the CU just like they are. If Stardock okey's a change in the EXE

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[quote who="Maiden666" reply="598" id="3509582"] The AI, if other modules aren't available^^. Basically a human player can easily tune him down by handing him over the sensor-techs who unlock these modules. [/quote] Which is a waste of money. [quote who="Maiden666" reply="598" id="3509582"] IMO a single but powerful sensory module should be enough. [/quote] Agreed. That's what I did win APT2.0. I'll put it on Sensors 3. [quote wh

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New testversion. https://www.dropbox.com/s/rre1q8917zy5n8q/Community%20Update.zip?dl=0 I removed the extra techs for the SB Att/Def modules and integrated with into the weapon/defense tree. Battlestations is unlocked now by Galactic Warfare because the Thalans don't have this tech and I don't want them to get it either so it's untradable/stealable now. I toned down the Thala

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HEre's a test version: https://www.dropbox.com/s/rre1q8917zy5n8q/Community%20Update.zip?dl=0 Changes. I removed a lot of morale from the civs bonuses. It was all over the place and most species require little to no morale bonuses to keep a player running at 79%. Added 4 attack, 4 defense SB modules and linked them to weapon and defense tech, added techs to techtree and added

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[quote who="MarvinKosh" reply="594" id="3509471"] I think that defence modules just need to be balanced a bit more. Currently the progression is strong, and allows starbases to kill fleets very efficiently. [/quote] I've already removed the SB defense modules and I intent to keep it that way unless a different approach to unlocking them is applied. Why? They're impossible to balance because SB attack/defense tech is no longer bound do actual attack/defe

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[quote who="Maiden666" reply="591" id="3509390"] This is a huge problem. If someone declares war on the Thalans then usually Starbases will be attacked first. However, as strong as they can get now, they will destroy ANY fleet, and even get stronger each turn from hitpoints increase through experience-gain. The enemy AI will self-destruct his whole MMR with a few such enemy bases. The problem lies in the high defense these bases do get. They basically can soak up al

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[quote who="Maiden666" reply="583" id="3509368"] Mabus do your changes even support 3 digits? [/quote] It should. If not let me know, I'll make the display tile even larger. [quote who="Maiden666" reply="583" id="3509368"] BTW on the FleetManager-changes - I'm not sure why the window has to be longer....? Not that I use rally points at all.... [/quote] (I think you meant Rally Point manager). I use a LOT of rally points and it always bother

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[quote who="OShee" reply="582" id="3509367"] 1. Some civs didn't build any farms on most of their worlds, only Krynn had 12-14b pop on half their planets, rest had 8b on around 80% of their planets. [/quote] Not every AI is as eager to put farms down. There's not much we can do here. [quote who="OShee" reply="582" id="3509367"] 2. Aquatic Colonization has 2% bonus to Courage for some reason. [/quote] That was part of the vanil

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[quote who="februarius1982" reply="578" id="3509349"] Mabus, I watched your LP with APT 2 mod, and I liked it a lot! I was planning on installing it when I found out about community update. Could you please be so kind to compare the two? Are they compatible, can I install APT 2 over community update? [/quote] Hello there. Thanks for watching my LP of APT2.0. APT2.0 and the Community update are very different beasts. APT2.0 standardized the techtree making it akin to the one

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[quote who="Maiden666" reply="570" id="3509207"] The log points of medium/large/huge ships under "manage" now show only up as "...." [/quote] Fixed by updating FleetManagerEntryWnd.dxpack. It shows doubledigit logistics now. Download FleetManagetEntryWnd.dxpack Also, try my updated rallypoiny screen. I removed the useless minimap. Now you can see up to 20 rallypoints

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[quote who="MarvinKosh" reply="575" id="3509275"] Logistics doubling allows the AI to not be crippled by starbase construction costs. [/quote] Or players... btw, check the dropbox folder. I've uploaded my own RallyPoint screen. I removed the map. Gaunathor never liked it but I'd like a second opinion.

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[quote who="SilasOfBorg" reply="571" id="3509247"] Noted in GC2Conversations.xml: When giving a gift to another race, you'll get a rather jarring message, "Your generosity is greatly appreciated, ". Huh? You're talking to my whole empire? This is gramatically wrong. [/quote] I'll fix it. Thanks. [quote who="MabusAltarn" reply="572" id="3509253"] I might be able to d

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[quote who="Maiden666" reply="570" id="3509207"] Does anyone know why exactly logistics have been doubled? The log points of medium/large/huge ships under "manage" now show only up as "....", this doesn't make fleet managment more easy (if one wants to fill his fleets optimally to the maximum). The place seems to only allow a single digit...... [/quote] I'll see if I can update the .dxpack file to allow more digits.

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[quote who="Maiden666" reply="567" id="3509202"] - Influence Points bug (from 1-999 their value is enormously high, so you can trade them for good money) [/quote] I might be able to do something about this by removing the Influence line from the trade window. Simply put, trading with influence points will be impossible.

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[quote who="Maiden666" reply="567" id="3509202"] Well, if any changes to the executable would be possible there would be those: [/quote] I've spend the better part of last week trying to figure out why AIP7 refuses to launch it's colony vessels. If it can be done I'm not versed enough in assembly to do it. The same is true for the other points to mentioned. We'll just have to live with them.

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[quote who="Maiden666" reply="559" id="3509146"] I was theorizing handing them an early + strong influence bonus which could aid them during the colonial rush - and afterwards taking that bonus away through a negative bonus that could be attribute on a basic tech, something they will always research (for example, Planetary Invasion). Choosing not to research this (and not being able to invade) is way more negative than an influence-loss. Although they shouldn't have the ability to ci

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[quote who="Maiden666" reply="555" id="3509110"] You could make them destructible by adding this tagline to those 3: [/quote] That works but if your empire already has an SA you won't be able to build it again.

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I've ran 10 test games to see how much AIP7 benefits from extra influence. Results can be found here: https://docs.google.com/spreadsheets/d/1OYN1dZVo_M-wcdSy2i-9JqN9hEvf_5CwVmxInYlkJUk/edit?usp=sharing TL;DR. It hardly matters.

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[quote who="MarvinKosh" reply="551" id="3509060"] I sort of thought we were done too, but an hour chatting to Mabus on Tuesday night convinced me otherwise. Incidentally, Mabus, do you think we should let them download and take a look at v4B? Or are we up to 4C already? [/quote] I'm not sure. I've been toying around with the prestige values but honestly? I think the solution is worse than the problem and in the end, it doesn't solve

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