Food percentages means that the AI doesn't end up with hugely overpopulated worlds (thanks to food bonus tiles and farm upgrades) which it tries to keep happy by lowering taxes across the board. It tends to behave and only build a couple of farms on planets, which when fully upgraded nets a max population of 14Bn. You know I've never liked this fix since the icon
MabusAltarn
Hi Mabus! Good to see you around again. Regarding those starter buildings, I want to keep them as GAs, because they all provide civ-wide bonuses. It would be quite OP, in my opinion, if you could get multiple versions of them. However, I gave the Stellar Forge its original bonuses again, so I see no reason why we couldn't turn it into a SP. (Quoting doesn't seem to work) Fair enough on the GA's to many would over
Somethings I noticed. There's several starter buildings that are marked as a GA. I'm not sure if this is by design or not but you might run into some trouble if people start creating custom races and lock out other civs of their best starting structures. This could be solved by turning them into super projects. Korx: Festival of Capatalism. Altarians: Social Matrix Arceans:Stellar Forge Torians:Aquatic Transport Station Yor: Maint
Hey there. I just wanted to drop in and say hi. Good luck on the community fix. I'll take a looksie if I have the time. Feel free to use anything from APT1 or 2 if it suits you. If I recall correctly I spend quite some time typing out history tech description and "A new jouyney" stuff. In addition, I've spend a lot of time updating screens to make them easier to use. This might not be s fix perse but they do save on a ton of mouse movement. Regards,
[quote who="Roenie82" reply="82" id="3461175"] Because opinions are like bumholes - everybody's got one, I'd like to unnecessarily share mine about features: APT1: Asesome even if limited. I get that you did what the game lets you to do without too much change. I'll be using this from now on. Thank you for releasing this minimalistic version seperately. It's the only mod I was able to find that fixes the worst of these issues without messing with a whole array
How and when the AI wants peace is a bit of mystery. I'd wait for them to ask for it, though. They're usually willing to give up a planet when they do.
[quote who="scbfromnc1" reply="72" id="3386096"]Whew, I thought I had done something wrong! Thanks to Guanathor and MabusAltarn for the quick replies![/quote] No problem. Enjoy :)
[quote who="Gaunathor" reply="70" id="3385996"]The game creates a .raceconfigxml-file for each race you have played. So, if you only played the Terrans before, you will only have a .raceconfigxml for them.[/quote] This. Also, you can use my tool GARF, to remove, backup of fixup your raceconfigurations.
Is your population capped at 8 bn or is it 8 out of 16?
[quote who="Ash_Paradox" reply="6" id="3373559"]Rather than make a new thread, I thought I'd just keep using this one for this additional question: I've installed Autumn Twilight, but made a few minor changes to it. One of the changes in the original mod is to reduce the food/pop output for the civ capital to 8 billion. I want to restore that to the original level, however editing the PlanetImprovements.xml doesn't seem to work (the xml says 16, the game sa
[quote]If a central mine were to cause a 10% loss in planet quality, and a mantle excavator were to cause a 20% loss, would the planet suffer a total of 30% when the central mine upgraded to a mantle excavator? Upgrading to a core tap, with a penalty of 30% would leave most of the planet uninhabitable.[/quote] Probably. But you don't want normal structures to give you a planet loss because destroying them doesn't upgrade the planet back. Also, you don't want to upgrade 1pp
I've personally never seen anything that convinced me the AI personalities are changed by the dialogue tag. I think the Drath buy a lot of ships because they can afford it due to the insane amount of money you get from Warprofit (2000 bc/turn ?!). As for the Arceans. I've made a test map with several planets and let the AI colonize them again and again and you get the same result pretty much every time. Then I upped the AI value for Navigation Centers to see the diffe
thanks for your feedback Wrath.
Gratz on research V1!
[quote who="mortili" reply="66" id="3355529"]Started a new game with the Arcean Tech-Tree and Korath Super-Abilitie and took 30% in Soldering. Should make invasions extremly easy [/quote] Lol. Yeah I think you'll have little trouble. Enjoy. PS> Have you tried GARF?
[quote who="mortili" reply="63" id="3355218"]My first 2 games were wierd, not sure if i was just extremly lucky (Creativity-procs) Ended up with over 30% of all Planets after the colo-phase in both games[/quote] Lucky!
[quote who="sifsilver" reply="62" id="3355033"]I'm playing apt2 the governors screen is bugged. Everything is blank. Hard to play a big map game without governors [/quote] Strange, I'll have to check this. APT 2.0.1 did not feature any changes to the UI and I played through APT2.0 several times. Could you post a screenshot please? As a work around rename the APT20\Screens folder to APT20\ScreensBak. This means you'll use the normal screen but keep APT2.0.1 optimizati
[quote who="QuasiMode0" reply="58" id="3351527"]Point Defense II 25->20 [/quote] This is actually a type in the change log. PD 1 to 3 costs are: 20, 22, 25. Thanks I'll fix it.
Version 2.0.1 is now available and it revamps 1pp structures to prevent the 1pp upgrade bug.
Download GARF I wrote GARF to deal with some issues when playing a modded Twilight of the Arnor. To install, simply download the zip and extract GARF.EXE anywhere you want to. Run GARF and go to File > Settings and select your current mods RaceConfig.XML. Done! So what can you do with GARF? Backups! GARF will always backup your customisations before it do
No, wouldn't really work anyway. You can simply merge two modded XML files, or a modded and regular XML file and expect the game to work.
Okey so I've come up with a solution for the 1pp bug. I introduced quite a few of them in APT2.0 but I think I managed to resolve the issues with some elegance. <span style="font-size: x-small; font-family: Arial; color: #ffffff; background-color: transparent; font-weight: normal; font-style: normal; font-variant: normal; text-decoration: none; v
[quote who="Gaunathor" reply="53" id="3347222"]Correct. Only when you upgrade a 1pp to a 1pp.[/quote] Okey, I'll think of something. [quote who="Gaunathor" reply="53" id="3347222"]Actually that is WAD. Neither the Iconians nor the Drengin have the regular industry techs. Therefore, those techs are not unique to one of the playing majors. Which means, they are not removed from the minors tech tree. On the other hand, if one of the minors had used the Drengin
[quote] Impressive work! You really outdid yourself! [/quote] Thanks! [quote] Fixing the campaigns is still on my to-do list. I had a look at it recently and noticed, that the fixed scenario-files won't work in the mod-folder. Having to overwrite the originals wasn't something I was keen on doing. Your method is quite an interesting workaround. Not to mention quite obvious, once you think about it. I really miss the forest for the trees sometimes.
APT2.0 is done and available for download. APT2 is a totally different mod than APT1 so be sure to read what it does. APT2 is NOT a pure fix mod.