I hadn't noticed that krbjms's mod doesn't create new anomaly groups--so some of my response may have been inaccurate. I was under the impression that by using the same internal name for the anomaly groups, the mod would replace the original anomalies, and so I never thought to try that... but even if I were to work the resource anomalies into the existing anomaly groups, I believe the problem would remain. I'll have to ponder this a bit more.
ScrivenerOfLight
[quote who="Publius of NV" reply="6" id="3677842"] I'm 50 turns into a game attempting to use both this mod and krbjms's anomaly mod. So far I've seen a few of his, but none of yours. And I have anomalies on abundant, so I've explored a lot of them. Do yours show on the map as "Artifacts", "Capsules", and "Ship Graveyards"? I've noticed there are a lot (relatively) of Precursor Artifacts, and I'm wondering if some of those are yours. Prior to 1.2.4 Prec
In MasterTechDefs.xml (should be copied to mod folder), search for MasterZeroGravityOptimization2 and change the from "256" to "96". Hope that helps!
[quote who="zuPloed" reply="1" id="3677753"] Here's another idea what you could do: don't make tiny hull explorers. Make cargo hull ones. With more sensorpower and engines, so you can slightly later use them to spot for your fleets. [/quote] Exactly what I do. [quote]2. As far as I know, social and ship construction are completely separate now... which means idling a shipyard is truly a waste. [/quote] This is correct. I find it a challenge to bal
[quote who="FreedomFighterEx" reply="7" id="3677700"] Quoting Cymsdale, reply 5 It seems like a noob trap that they even let you not sponsor a shipyard at all. It seems like planets should just auto-sponsor the closest shipyard on their own, why make it a choice when it's not even a strategic decision anymore? </div
Another option, which is what I do when I have Ascension Victory turned off, is to set Ascension Crystals to "none" in the Galaxy Settings pre-game. This keeps them from becoming clutter on the map. But Publius is right, and so you may desire to keep them in.
Not that Brad needs anyone else to defend the game--because I think the game does an excellent job defending itself--but I disagree with the points you make. No hate, no angst. But I do disagree. While I agree that administrators are more limited, this limitation requires you to make careful strategic decisions about what you want most. When I have to choose a citizen, do I choose an Administrator for more planets/starbases, or do I choose a Scientist to place on my research world?</p
You're welcome.
[quote who="Cymsdale" reply="5" id="3677666"] It seems like a noob trap that they even let you not sponsor a shipyard at all. It seems like planets should just auto-sponsor the closest shipyard on their own, why make it a choice when it's not even a strategic decision anymore? [/quote] This may be true depending on your map settings--but the way I play, generally, shipyard placement and sponsorship is a strategic decision. I play with p
This is possible, yes. When defining planet traits (see PlanetTraitDefs.xml or better yet DLC4_PlanetTraitDefs.xml), you add an xml element EventName . Obviously, this must point to an event's internal name. So, for example, in the Precursor World DLC, the planet with a Thulium Moon (first in the DLC4_PlanetTraitDefs.xml file) points to ThuliumMoonEvent , which is located in the file&
[quote who="krbjms" reply="3" id="3677623"] I will check this out. I'm using my own anomalies mod and want to see if they will work together. Thanks. [/quote] The mod adds three new anomaly groups (one for artifacts, one for capsules, and one for ship graveyards), so unless the anomaly groups or anomalies themselves use the same internal names as those in your mod, this should be compatible. One potential issue I could see is balance--if your mod changes the
[quote who="Badbonez" reply="8" id="3677555"] It is unfortunate that the DLC model of game sales has essentially eliminated the need to fix things. Developers no longer patch games to 'fix' things, because they know the consumer will only pay if they add new content. So the philosophy seems to be; ignore the bugs and just add new content because that brings in revenue. Free patches do not bring in more revenue. I agree that ship design should be a b
[quote who="Publius of NV" reply="2" id="3677530"] I have no idea how the game selects which dead world to send them to, in some cases I've seen they can be quite far away. [/quote] In the ShipMissionDefs.xml, a minimum and maximum range are assigned. [quote]I've built this a couple times and there has been no messages, no new ships launched and nothing reported found. [/quote] What size galaxy was this on? I had this happen on the smaller galaxies
This mod ( available on Nexus ) is the updated version of what was just a Resource Anomalies Mod. May 30, 2017 Update: Fixed typos Rebalanced anomaly group weights in across the board Set the weights of the Ship Graveyards that award the Cutter to 30 (same as Defender and Gunboat) Added/altered anomaly spawni
I actually like that you have few to begin with, even on larger maps. As Taslios put it, this makes it possible to focus on a tall empire and extends colonization further into the game. I think focusing on administrators should be a strategic decision, and if you have 50 of them, the techs that award administrators become a lot less important. I think modding in an administrator-awarding building as Publius has done is a great option. I was also thinking about making a capstone tech t
[quote who="treborblue" reply="6" id="3677043"] Quoting FreedomFighterEx, reply 5 Wondering if it is possible to make two tech line that mutually exclusive? Would take another twist that if you take line A then the entire line B that offered difference thing will be lock up. In theory you can do this by usi
I have to say, I'm quite excited... as always, thanks so much for the hard work, Stardock! And if you don't get it to us today, that's okay--as others have said, we'd prefer you take your time and do what's best (and being a family man, I'd hate to think that my entertainment was at the expense of your time with family). Keep up the great work!
[quote]However, civilizations can train garrisons (send a legion to the planet) to protect it or, if it's a key world, send a general or two to the planet with his corresponding legions in tow. [/quote] I would like clarification on this. When you say "train garrisons"--is this a planetary improvement that is built? Does it pull legions from another planet or from some global pool? Do legions get transferred via transport or is this only the case with a general?
[quote who="admiralWillyWilber" reply="3" id="3672858"] A starport is in orbit like in two it tAkes up a planetary tile. In three it is in space not more than six parsecs from the planet. It sounds like they are putting it back on the planet instead. [/quote] I don't believe this is correct. The shipyard is in orbit as it has been--factions no longer start with one built, however. As I understand it, the starport is a planetary improvement that boosts military manufactur
So sorry to hear that General Pants--hope things work out for you.
[quote who="PUREVENOM" reply="3" id="3672558"] Mind if I add it to my wish list? [/quote] Go right ahead!
So as I finished watching the latest stream, Brad mentioned how cheap a particular mercenary ship was... and I tend to agree, mercenaries are relatively inexpensive. When he mentioned that, though, for some reason, an idea came to mind that could make mercenaries much more interesting, at least in my opinion. Instead of a one-time payment for a mercenary ship, why not have weekly payments to the mercenary? This would make it possible to lose a mercenary due to insufficient fun
If I recall correctly, in the most recent dev stream, they made it sound like the privateer is its own unit created when the citizen is used. As such, the ship's appearance seems to be generic in some way--not specific to a given faction. I could have misunderstood, but that's what it sounded like. So, it seems it will both confuse the AI and be unidentifiable by human players (as long as they don't see you create it, I suppose).
Unless I'm mistaken, to assign a freighter you have to send it to a shipyard, and when you eject it from the shipyard, it will give you the option to assign.
Way, way back I created and posted a sensor improvement mod --I thought I lost my mind because I couldn't find it, and so I didn't share earlier... anyhow. It was from back before sensors were revamped and sensor power was added, so it wouldn't really be usable now. I think I've been inspired to give it new life--and with what I've learned about modding the game in the almost two years s