ScrivenerOfLight

ScrivenerOfLight

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

UPDATE I'm moving this post to support because I think this may not be working as intended. My understanding is that galactic events are supposed to apply to individual civilizations. For example, the New Generation event is supposed to act on a random planet of a faction. When it is fired by the game, every faction experiences the event at the same time. That may be working as designed, but I'm not sure. The background for this issue is that I've been trying to trigge

4 Replies 14,775 Views

[quote who="Horemvore" reply="8" id="3718278"] Quoting ScrivenerOfLight, reply 5 Thanks for the link, Publius. And thanks for the comment on my anomalies/missions mods. I'm considering what additional mods make sense given the changes brought on by Intrigue. The low hanging fruit would be additional governments

11 Replies 83,942 Views

[quote who="Gauntlet03" reply="7" id="3718273"] Quoting ScrivenerOfLight, reply 2 I know of Gauntlet's, but my understanding is that his mercenary mod is primarily cosmetic (to be honest, I haven't checked it out in a while, so I may be wrong). Thanks! <p style="tex

11 Replies 83,942 Views

[quote who="lyssailcor" reply="6" id="3718258"] Didn't look at it myself yet, but perhaps the Crisis system can be used to implement short story lines where decisions determine the outcome and reward. [/quote] This seems possible, depending on what you mean. I see no reason there would be any limit to the number of subsequent decisions that would need to be made in the course of the event--and the string of decisions could be as simple or as complex as desired. For example,

11 Replies 83,942 Views

Thanks for the link, Publius. And thanks for the comment on my anomalies/missions mods. I'm considering what additional mods make sense given the changes brought on by Intrigue. The low hanging fruit would be additional governments and crises--though I'm not exactly sure how the crisis events work. I've looked at the xml, but it seems a bit complex, at least at first glance. I'm also pondering how the crisis event system might otherwise be used. Anyhow. Thanks again!

11 Replies 83,942 Views

What mod are you using, Publius? Is it publicly available? Does it correct some of the bizarre high costs and low weapons/defenses, especially in the third tier (many of which are weaker than second tier ships at a higher cost)? I know of Gauntlet's, but my understanding is that his mercenary mod is primarily cosmetic (to be honest, I haven't checked it out in a while, so I may be wrong). Thanks!

11 Replies 83,942 Views

Due to work and life (two toddlers consume a lot of time), I haven't been very active with GalCivIII for the past several months. I came back about a month ago and have quietly absorbed the changes to the game brought on by Intrigue. The changes are fairly significant and offer some excellent changes to game play. Great work, dev team! I do have a few comments (more likely to come). First, the major change to tourism and the way the economy looks on the summary is kind of confusing.</

11 Replies 83,942 Views

[quote who="Badbonez" reply="1" id="3681862"] And I'm not saying it does cheat, but you are taking a small sample and inferring a lot from that. [/quote] I don't know if you can call it inference since he's simply giving an example of what he knows to be true--since he wrote the AI. He isn't taking evidence and drawing a conclusion, he's taking a conclusion and showing another snippet of evidence...

3 Replies 68,750 Views

I think there are a lot of good ideas here, but I tend to agree that the types make me choose what to build and where. Now, that does limit future choices of what to do with a particular starbase once built. But I'm pretty much okay with that. I'm not trying to derail the OP, but in my opinion, I'd prefer an alternative to or variation of universal design... If I had my druthers, I'd like to see a system that makes it possible to diversify but more cost-effective to specialize

19 Replies 55,298 Views

[quote who="Horemvore" reply="48" id="3681304"] Requesting permission to add this to my Star Trek mod. I am in the process of porting my encounters/anomolies from GST Pre Crusade and remembered this mod, which is by far superior to my meager anomolies [e digicons]:)[/e] , and it has the added bonus of saving me some time and effort! [/quote] Absolutely--I'd appreciate if you credited me, but I'm glad to have you use this in your GST mod!

61 Replies 219,804 Views

[quote who="Diviator" reply="46" id="3680829"] That anomaly doing nothing bug happens to be at specific moment: I clicked Turn Enter the extended turn due to a ship/fleet having movement left It moves the pop-up happens and during that the AI starts its turns As far as I can tell it never happen during my full turn

61 Replies 219,804 Views

[quote who="zuPloed" reply="7" id="3680762"] Quoting Horemvore, reply 5 There are so many missing xmls from the DLC folder it has to use some from the base game, Events, Blackholes, Artifacts, Encounters, Formations, Battle Behviours, most of the Diplomacy are all missing from the DLC folder. Well A

9 Replies 16,351 Views

Great thread! My thoughts--and I'm not sure if all (or any) of these will work or if they've already been done (I haven't had a chance to do much promoting): Scientist (or Farmer) Colonize dead planet Probably needs to "retire" the unit--though the effect would be permanent Lots of Monsatium (20?) and lots of credits (5,000?) Terraforming Specialist And similarly... Scientist (or Farmer) Adds 2 or

9 Replies 11,599 Views

[quote who="Publius of NV" reply="43" id="3680398"] This is a great mod! Thanks for providing it. I'm playing my first game with your current version of the mod, no problems at all so far. Well, except for the fact that I got a defender ship from one of the lightly defended anomalies and foolishly thought that ship and my surveyor would be strong enough take on a moderately defended anomaly. Fortunately my surveyor survived [e digicons]:D[/e] [/quote]

61 Replies 219,804 Views

[quote who="shayvaan" reply="42" id="3680394"] Quoting leiavoia, reply 23 Quoting a0152570, reply 22 installed and liking it! good job. BUG sometimes when i do battle at on

61 Replies 219,804 Views

[quote who="leiavoia" reply="18" id="3680739"] This is an extremely helpful mod on smaller maps. The last Large galaxy i played without the mod, there was absolutely zero Durantium anywhere, and only one antimatter. It basically crippled colonial development and ships designs for the entire galaxy. [/quote] I agree. That's precisely why I made the mod. I believe that since much of Crusade hinges on these resources, there has to be some guaranteed means to get them. I think f

22 Replies 82,320 Views

[quote who="a0152570" reply="38" id="3680250"] Quoting Horemvore, reply 37 Encounters use static blueprints. (set in stone blueprints) yes but you can mod it and i think even add new static blue prints [/quote] Right now, the encounters I created use the standard pirate blueprints--I've just increased the number of ship

61 Replies 219,804 Views

[quote who="Franco fx" reply="32" id="3680187"] I am trying it out and I like it, for the increase in anomalies if nothing else, but it is much more and it adds a lot to the game. My one complaint is that the pirate defenses are too strong by half. IMHO, the starting surveyor should beat the pirate's lightly defended base at least 95% of the time. It should be an "oh shit" moment to lose to lightly defended. Moderate pirate defense should nearly always fall to the survey ship

61 Replies 219,804 Views

[quote who="Horemvore" reply="33" id="3680208"] In a nutshell, coloring anomaly strategic icons is off the table. Hardcode limits. [/quote] That's what I thought. Thanks!

61 Replies 219,804 Views

[quote who="DemitriousDucas" reply="30" id="3680150"] Good Mod. Could you include some that add the 3 defense type like the current ones that add weapon increases [/quote] Well, I already have... [quote]Within the AnomalyDefs.xml and SoL_DefendedAnomalyDefs.xml, I added three new anomalies (each with undefended and defended counterparts) to match the new Crusade anomalies that add weapons ("Mysterious Weapon Hardware"). [/quote] But I supp

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[quote who="a0152570" reply="24" id="3680132"] Any way to color the actual anomalies? [/quote] I'm not sure... but off the top of my head, I doubt it. Strategic map icons (like planets) seem to be hard coded. For example, you can change the color of Precursor worlds from that purplish color, but you cannot change the color of, say, extreme worlds. But I will look, and if I can, I'll consider changing anomaly color for even easier identification.

61 Replies 219,804 Views

[quote who="GrimmAG" reply="26" id="3680137"] also, I've noticed that the pods don't give whole amounts. I love seeing 0.3 of a resource in my inventory, from anomalies. I also really appreciate the color coding. Nice job on this mod (and also the resource missions one) [/quote] Thanks for the feedback!

61 Replies 219,804 Views