***RESUME TRANSMISSION - SECURITY LEVEL ALPHA*** Cmdr Mekoides: As you can see, councilors, we are entering a critical and danger
Tolmekian
I need to ponder on this one. I tackled the same issue with the Arcean TechTree, in a crude way. Instead of Space Militarization, they have War Rooms. That means they don't have access to the Recruiting Center improvement, which I don't like. So just like you, I had two techs in the same place on the tech tree, and I wanted both techs to allow the same improvement. I ultimately solved my problem by making a copy of the Recruiting Center improvement and changing
[quote quoting="post"] EDIT: Please ignore, I managed to solve the problem. For some reason my game was installed in two separate locations, and I was editing the wrong folder all along. [/quote] Please sir, enlighten me. Did you change the points for all Custom Races, or did you find out how to change points for specific custom races? I tried adding a CustomizationPoints tag to the MyGames documents, but it didn't do any
[quote who="Vidszhite" reply="1" id="2897540"]Anybody know? I'd like to know as well. My custom race is supposed to have a Blue home star, and I'd like to know how to change it. While we're at it, anybody know how to name the other starting planets and not just base them on the name of the home planet?[/quote] Don't know about changing star colors. Looks like Marvin has that covered. Changing planet names is easy, though. Just look at the other custom star
[quote who="RKade" reply="8" id="2896553"]In theory, couldn't you, way down the line, fix the other two... or make replacements so they can be used? War mongers and peaceniks it looks like. It looks like that's the direction you're going in at any rate.[/quote] There's a lot that we can do with this game, but tinkering with the actual AIs isn't something that can be done. It's up to Brad to fix it for us. He recently posted that he was looking to put together an update bas
[quote who="G'Kar" reply="5" id="2896332"] quoting post also includes my custom, colonizing minors. The minors are the races from Master of Orion II and have been modded to use AIPersonality 11 and the full array of AI abilities and CPU power available to the majors. Do these modded minors have influence/borders ?[/quote] No. That's something we just can't change. Despite behaving like majors, they are still fundamentally minors. No i
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[quote who="TOV" reply="3" id="2896121"]Ah, it's out! I've been looking forward to seeing how you have been solving the balancing problems. It is a long list, and difficult to read it all at once, but what I've managed to absorb from it so far doesn't seem much different to what I did. (At least with the techs) I even noticed a few things that I didn't realized needed fixing, so I think you for that.[/quote] For those more interested in figuring out what it is that I've done, it's imp
As long as this topic has been bumped, I guess it's a good place to say that I just released a mod with colonizing minors. Here's the topic for the mod: TechTree Fix v1 with colonizing minors Enjoy.
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I have an update already. I ran a quick autoplay with the MOOII minors and found that they are actually pretty potent. They kept up pretty well and outperformed a handful of the weaker majors in an 8 majors + 8 minors game. So I went and nerfed a couple key stats that were driving their expansion - economics, morale, and pop growth. Now they still carve out decent little empires, but are outperformed by all but the very worst majors. I've added the Weaker Minor
Well, I've finally done it. My mod v1 is done and I just posted it along with my colonizing minors. Tolmekian's TechTree Fix v1 release topic Thanks to everyone for your input and support. Now that this is done I can move into the slow lane.
Purpose of the mod: This mod addresses widespread errors in the TotA TechTree.xml files. These errors pretty much broke many of the unique TechTrees, causing the AI to pursue a deeply flawed research strategy and outright preventing the research of many techs. Part of the fix included rearranging a number of the TechTrees to fix the seemingly random arrangement of some techs and r
[quote who="qrtxian" reply="2" id="2892616"]Wait wait wait... are you selecting the "surrender" option on the diplomacy screen? That's you offering to surrender, not demanding that they surrender (which is impossible, though in very rare cases you can take all their planets for peace, which is mostly the same thing). I did this once when I was very new to the game. If you do it, you surrender to the other guys, which explains why you're then destroyed. [/quote] This.&
Well, I certainly understand your thinking. I more or less share your opinion on the first point. The same could be said of many After Action Reports. They start up with a flare then die off without any notice, never to be finished. I also understand the underlying cause. It's easy to get all excited and say "I'm going to make this awesome AAR/story/mod!" Then you get started and find out that it takes a lot of work. They your initial enthusiasm we
Alright. This sucks. Sorry this is taking so long, but now there's another problem. Looks like Imageshack has changed its format such that it's going to take me a long time to post pics. They want me to sign up to get the direct link, and they changed their url formats so that the thumb url isn't just a slight change from the direct image. The end result is that I just didn't have time tonight to post anything. As it is, I was just going to post all the pic
[quote who="AdmiralMaximus" reply="165" id="2892606"]uh oh...[/quote] Hah. It's not all that bad, but there are hints of coming troubles. I guess I won't be able to post tonight. Way past time for beddy. Just too busy lately. Tons of snow doesn't help, since I have to go out and move it all while it keeps coming down. Soon.
Off the top of my head . . . If you really want starbases to move and are ok with a move of 1, I guess you could change the starbase modules so that they can all be put on a terror star. Build a terror star, upgrade it to taste, and putter around and 1 pc/week. I'm sure the AI will blow up when faced with it, but you could do what you wanted with it.
To be able to build a ship you first need to go to the shipyard and design it. There is an option somewhere to have the computer auto-design ships for you, but I forget where it is. The auto-design ships aren't that great anyway. I'm not sure exactly what you mean with your fleet issue. I've never had trouble creating fleets.
[quote who="qrtxian" reply="163" id="2892076"]Been a while now... when's the next report?[/quote] Tonight. Sorry for the long wait. It was quite a busy quarter. Not everything is all happy and friendly in the galaxy . . .
I see, when you said "5 types of weapons" I thought you meant 5 different weapons branches rather than five different weapons in one branch. My bad. I agree that the weapons and defenses need some help. I did a little work while finishing up my mod, but they need a much closer look.
[quote who="Klaatoo" reply="5" id="2890587"]"What I don't know is whether or not a race that conquers the planet with the trade good can then offer it for trade." I can answer that one. Yes. In my current campaign, I've captured a planet that had a TG built by another race...Diplomatic Translators. I got the +25% diplomatic increase, and I could use it during trading.[/quote] I thought as much, but wouldn't say so because I just didn't know for sure.
[quote who="deweyjohn" reply="90" id="2891887"] btw, earlier somebody asked why you can have ties in battle (mutual destruction). You can though, I've seen it happen a lot. [/quote] Just saw one today while running a playtest. Drengin attacked Thalan and both ships blew up. Poof.
[quote who="Tharios" reply="6" id="2888171"]... I'm wanting to make each race a little more different by doing things like making it so that some races will have 5 types of weapons to research, but only one "level" of each or 2 types of weapons at 4 levels each, and things like that. ...[/quote] It's important to note that the game can only recognize the three stock weapon and defense types - Beam, Mass Driver, Missile/Shield, Armor, Point Defense. You set the