ScrivenerOfLight

ScrivenerOfLight

Joined Last seen Member # 2685508
7 Posts 159 Replies 15,609 Reputation

I understand that it should add a planet near your home system. That isn't the issue. My question is more along the lines of whether the devs want planets appearing in the Sol system since that is the only system based on reality--but that isn't so big a deal. The bigger issue is the fact that they are still spawning class 15 planets instead of class 16 planets as the description says they should... and even that isn't a huge deal. Just pointing out the discre

4 Replies 7,352 Views

Like your Tempest design, MrStarTrek (and your others, as always)... and Gauntlet... wow. I've enjoyed watching your videos. Looking forward to your race mod with all those lovelies. And to all the other recent additions: I'm really liking all the ideas and designs. Wish I weren't so darn busy with work, otherwise I might post a new/updated design or two...

1,569 Replies 7,924,429 Views

So as I was testing other ideology traits (by using a mod that grants ideology points for the sake of testing), and I got the Awe 4 trait. I was playing as Terran and hadn't explored outside the Sol system. I was awarded Sol VI, which was a class 15 (not 16) world... the same is true with the Outreach 5 trait. The Outreach 2 trait will also add an uncolonized planet to the Sol system. I'm not sure if this is working as designed since 1) these traits are adding p

4 Replies 7,352 Views

I was trying to make a mod using ZOC and was having trouble... and so I looked for examples of ZOC effects. The only place ZOC is the scope is in a few culture traits, so I checked them out and noticed that the ZOC effects from the ideology tree don't seem to be working. To test this, I modded in an improvement that gave me oodles of ideology points per turn. I purchased the Vigilant 5 trait (+1 free carrier ) and the Awe 3 trait

0 Replies 3,875 Views

Thanks for the feedback. Androshalforc--I totally hear what your saying, and I actually agree with you. As I said in my OP, this is a first step. I'll take a closer look at the cost and maintenance of sensor ships (as they are now) and sensors for starbases and try to balance this out a bit. I also think I'll add some adjacency bonuses--as I've been thinking about it, such a facility could theoretically be of benefit to military, tourism, etc. And I think I'm g

8 Replies 29,798 Views

So this is my first published mod. It is quite simple, and I'm open to suggestions or ideas for expanding it. You can download the .zip folder here . Basically, this mod adds a planetary improvement that increases a planet's sensor range. I've been watching the heated debate about sensors go by, and my impression of the discussion is too many people have made this issue too personal. I

8 Replies 29,798 Views

I mentioned this problem in a former post. Basically, some AI, on challenging at least, are behaving quite differently from the past. Essentially, since some time during beta 6 patch 2 (I think), the AI behavior took a major step back IMO. They don't colonize well and they horde credits. In one game, by turn 100, the races had anywhere between 15,000 and 70,000 credits... But they had half the planets as me, often fewer than 10. If I had 70,000 credits, I'd be rush buy

50 Replies 106,815 Views

Hello Dev Team, great work in getting the game out today. I've thoroughly enjoyed what time I've been able to spend playing. One little teensy weensy complaint that I keep forgetting to mention after each update: could you either a) have the game save the player's preference regarding mods being enabled (i.e., keep the Enable Mods button checked) or b) add a notification that the game needs to be restarted with an option to Restart Now. I know it is a bit minor. Bu

0 Replies 9,781 Views

[quote who="00zim00" reply="4" id="3549037"] Ahh the infamous race of O'Neill! And yeah I can do Stargate as well after I finish Star Trek [e digicons]:)[/e] Tho I don't plan to do any of the race files, I think half the fun of the races come from your interpretation of them. But I may once the workshop is out, never know lol. As for seven of nine, I'll put that on my list

50 Replies 234,156 Views

[quote who="In_stasis" reply="115" id="3549041"] Well, I have made a bit of a discovery. There has been an image loading in there, but its the LeaderFG not the StartupImage. I'm thinking now that the StartUpImage may be for the game loading screen before you get to the choosing faction part or something else. The reason it appeared nothing was showing is because the LeaderFG (Davros) has the coverage to the far left of the canvas, and the start off screen, where almost nothing was sh

173 Replies 1,212,356 Views

Why not try adding this as a tech within the military branch? So instead of making a fifth branch, this would make an additional branch within the military branch... Then to get the bonus +10% to military, add the stat bonus to the base military tech. This should have the same effect and may fix the problem. UPDATE: for grins I copied the colonization branch and first tech and gave them new internal and generic names. This didn't cause a crash, but it didn't add a fifth branch

173 Replies 1,212,356 Views

[quote who="nettlesm" reply="17" id="3548856"] To me, I still really thing the LEP should be based of the percentage of habitable planets colonized [/quote] I've read through most of the posts here, and skimmed through the rest--so if someone has already said something like this, I apologize: I disagree with the notion that LEP should increase based on the number of habitable planets. I think a few mechanisms could be put in place to manage this issue:</p

34 Replies 28,614 Views

[quote who="Arikah" reply="107" id="3548885"] scara_monga: the image you are using is too large. Yeah it shouldn't matter but for some reason it does. In my mod the leader_fg image is a 1024x600px png @ 350kb filesize. It seemed like yours was too big for the game to load? So when I smushed it down to roughly the same size as mine it works (and produces similar results, the left side of the image is obscured/clipped by the text box). So compress, smush, and flip your image horizontal

173 Replies 1,212,356 Views

[quote who="Illauna" reply="1" id="3547819"] Unfortunately you can't size up a design. I expect this to happen in the future. What you can do is use the group and save as template button to save groups of components and then make a new design. The button is on the design pallete with the flip and mirror controls. I had to do this because I made my Miranda ship a Tiny instead of a small ship. [/quote] This is the only real way to switch a design from one

3 Replies 4,675 Views

I'm playing on an insane map with all the major factions and abundant minors. The AI difficulty setting is Gifted. I'm 100 turns in and have met two majors: the Altarians have 38246 credits with a power rating of 220 (compared to my 137); the Thalan have 12498 with a power rating of 36. Since I was curious, I cleared the FOW and checked the other majors. Here is the breakdown. The Krynn 295 power 16509 c

7 Replies 7,789 Views

Observation Questions: So I have been working on my custom race mod, including a complete tech tree and set of improvements. That said, I wanted to see how the AI was playing the custom race. Question 1) Is there a way to set your race's AI difficulty level in game? Up against gifted opponents, my custom race underperforms by a substantial margin (when observing using the soak command)... So far, I've only observed my race at the same level as th

0 Replies 2,351 Views

I could be wrong, but it seems that the two related stats, DiplomaticTradeOfferValueMult and DiplomaticTradeOfferValueMultMinors don't have any effect on the game. This makes techs from many factions (e.g., Passionate Communicator specialization for Terrans) as well as the Feared ideology trait (second option in the Malevolent Awe branch) worthless. I played with these in the xml, and even at much greater values, they seem to do nothing... But perhaps I'm misunderstand

1 Replies 4,080 Views

Ships are visible in explored areas even after your ship is long gone. I think this may only happen on the initial map build--I had trouble reproducing it from saved games. I noticed this issue in the last Beta 6 build, but failed to get a screen shot and subsequently failed to reproduce the issue. I noticed it again, and this time I took a screenshot.[e digicons]\o/[/e] <img src="http://i1078.photobucket.com/albums/w496/scrivener_of_light/GalCivIII/FOW_zpssmroukap.jpg" alt="

1 Replies 4,382 Views