Wotan2a

Wotan2a

Joined Member # 2675848
2 Posts 36 Replies 3,900 Reputation

This one is interesting, feeling irritated that upgrading ships in enemy territory is not realistic and too expensive. How about the fact that the ship is upgrading itself without the use of a shipyard? If we want realism then yes bring the cost down from building a brand new ship but make it mandatory to bring the ship back to a shipyard :-) There should be special requirements for shipyards too, a constructor ship sent deep into enemy territory building a starbase in one turn should not be

7 Replies 14,293 Views

To be purists about it all, non cyborg or synthetic life forms should not be able to "capture" BORG planets. At most they should have recourse in the tech tree to a special weapon akin to a spore ship, virus ship I guess, that is used to disconnect planet inhabitants from the collective. It would be the only way to ensure the improvements on the planet could be used for the winning faction. Other options would be extermination or plain planetary destruction but capture with troops should not

258 Replies 1,225,018 Views

Horemvore, quick note, when I capture BORG planets, I can build starports on planets already containing a matrix Beta. Not sure if this is intended. Also, all BORG improvements show up as MatrixAlpha_Name and MatrixAlpha_ShortDec. The text file they link to does not seem to contain the text, it only has the durantium ore text strings in it.

258 Replies 1,225,018 Views

Darn, maybe Horemvore can find the issue for you. I just checked Nexus but could not find Airmasters or Omnibus's factions and ships there. This is my colony ship for the Romulans BTW C-10 Annexer_8258D04E851A484FBD95880BDF6F28EC_Romulan Star Empire_306F100F5BA54C9599544D10BB645A5C.ship The surveyor is: V-10 Pelican_7A5079358E464B08915433B2887316B2_Romulan Star Empire_306F100F5BA54C9599544D10BB645A5C.ship

258 Replies 1,225,018 Views

Jabberjaws, if you can get to the main menu, try to edit the Romulans and change the ships. If that does not work, delete them and download Airmasters Romulan civilization from the workshop, that one works without problems since I have been using it for the last 4 games.

258 Replies 1,225,018 Views

Jabberjaws, I just checked the workshop and unless Horemvore changed them all of Omnibus and Airmaster's ships usually start with the civilization name so yes they should all start with Romulan. Horemvore: Just had something peculiar happen and not sure if it is UCP, GRM or base game related. I went from Interstellar Plutocracy to Objectivism and on the turn end compute my faction went from 1st to 4th, my score went from 2800 to 1300, my income went from +1800 to -280. Pretty bizarre

258 Replies 1,225,018 Views

Horemvore: Understood. Should work fine I never had any problems with the Romulans in GST. Jabberjaws: I started writing the traits and abilities for all the races as you requested and that was getting to be a really long list for a forum thread. Instead I will redirect you to a couple web sites that have the info you need. If there are specific races you need that would be fine but I don't want to hijack Horemvores thread, races attributes are a bit of a personal thing anyway.<

258 Replies 1,225,018 Views

I downloaded the Airmaster Romulans civilization and have no issues with them. Is that the one you included in your mod Horemvore?

258 Replies 1,225,018 Views

Hi Jabberjaws, I gave a flat bonus of 2 to research and social not a multiplier and I brought down the handicap for military to .75 to compensate. .9 was too aggressive for me and I was not able to build higher end ships, at .75 it seems better but still a bit of a drag on production, problem with the default of .5 is that you can overcome it too easily and it makes winning the game too simple or gives the AI with it's bonuses on higher levels too much of an advantage. The Thalans at .5 and 3

258 Replies 1,225,018 Views

Understood about the Thalians and I agree that at the default .5 military production, xeno is OP considering the 3x bonus in research and social. That's why I am trying a .75 handicap, halfway between default and your setting, and a 2x bonus on research and social prod. See what that gives.

258 Replies 1,225,018 Views

Horemvore, awesome mod and thanks for combining with the ST races :-) Couple things after playing 3 games with your mod combined with GRM and the ST races. After about 125 turns on an immense map and once they start conquering planets, the BORG become OP even with only the cybernetic, assimilator and nanobot traits and not 4 like other GRM races. I know it is partly done on purpose but the 500 points of research and the modifiers to population and production add up exponentially when

258 Replies 1,225,018 Views

jabberjaws, I just put the Gauntlet folders first as per the instructions in the .rar. Then I added the Horemvore mods and followed his instructions for 1.13 in his .rar overwriting files as needed. I used the Patch for Intrigue in his folders since I have all DLCs. I also have the Airmaster Star Trek civilizations/factions and ships in my design and factions folders. I had to go in and add the extra 2 traits for each individually saving with a new name as well as mod the BORG civ to use the

1,416 Replies 4,494,739 Views

Been playing both Gauntlet and Horemvore mods for a couple hours, they work well. Just a word of caution though, if you add a species based on the Star Trek Borg or Dr Who Cybermen, make them Cyborgs and add the 4 traits to include assimilators, nanobots, and two others like warriors and conquerors, you get a very strong adversary that is hard to beat even on gifted. To add a bit of extra oomph, I made all home worlds for the AI, 24 tile precursor factory Worlds. Those "Borgs" really took off

1,416 Replies 4,494,739 Views

I can certainly vouch for the AI fleets and ships being harder to beat LOL. I just met a Xindi fleet (Airmaster's civ) with over 200 strength in kinetics and 60 defense for all types of weapons and we are still fighting with medium sized hulls, they maximized their logistics points now if they could just use commanders properly it would be awesome. They even built a starbase to extend their range to reach my territory, that was a novel experience. With the slowdown in tech the mod brings it r

31 Replies 142,432 Views

Ops2048, you can mod the number of colonies for each government fairly easily or you can download Horemvore's community patch mod from Steam's forums. It contains other fixes that make the game more enjoyable and adjusts the number of colonies to better match the map sizes.

31 Replies 142,432 Views

Hi Derek, one easy way to do it is to capture a minor faction planet, destroy their central bank or other unique building if present, it then shows up in the building queue again even if already built by your own faction. The game seems to think you just destroyed your own. The same applies to Tech and Manufacturing capitals as well as other "unique" buildings. It is one of the main reason I invade minors now. Same applies to major factions, just tougher to do at game start. I know its an exp

53 Replies 298,404 Views

Quick feedback on some early issues using 3.04. Immense map, abundant/abundant/abundant, 14 civs. 64 GB RAM, I7-7820x, GTX 1080 Ti, Game and OS run from separate Samsung 960 EVO SSD. The ability to build multiple "unique" buildings is back. I now have three central banks on my main finance planet for example. The Thalan are using the Galactic president ship as an exploration ship. It just visited my area from the other side of the map.

53 Replies 298,404 Views

Hey gauntlet, just noticed a few bugs and i am not sure if they are game related (3.04) or related to your mods. I am running 8.5 full. Before I post to the main feedback thread i wanted to check with you: The ability to build multiple "unique" buildings is back. I now have three import/export centers and central banks on my main finance planet for example. The Thalan are using the Galactic president ship as an exploration ship. It just visited my area from the other sid

1,416 Replies 4,494,739 Views

Everything is exactly the same except for cost. Picture, text and bonuses are identical. I reinstalled GC3 to ensure all was back to vanilla before putting in the mod since I had Horemvore's mod in there from my last play through. I will re-download your mod and see if there is a file difference in the GRM-M folder. BTW, I killed off the survey ships with extreme speeds and put in your update for the anomaly folder, that made a huge difference so pretty sure that was it. Thank

1,416 Replies 4,494,739 Views

lyssailcor, that would make sense. If all 10 civilization have 3 survey ships with over 80 move points that would definitely be impactful. edit: I found one survey ship with a speed of 320 and two others with 120, if the other civs are similar that definitely explains the lag and slowdown :-) Gauntlet, forgot to add, I also have multiple versions of the same mercenaries in the Bazaar but at different price points. For example the Merc that colonizes with 25% more pop and an added bonu

1,416 Replies 4,494,739 Views