shayvaan

shayvaan

Joined Member # 3258674
0 Posts 22 Replies 392 Reputation

[quote who="jabberjaws" reply="66" id="3716320"] Every planet should have 1 ONE automatic legion so a single transport can't overrun them heck , even one drone would stop this tactic maybe armed with a single laser just for a further deterrent please fix this perhaps the population should have a proportional amount of legion granted to make invasions harder and more realistic. as it is many planets have absolutely no defen

91 Replies 424,054 Views

What he is trying to say, is that changing the XML files will not make any changes is a game you are already playing, i.e. if you are loading a saved game you will NOT see any changes. You must create a new game to see changes, this needs to be done every time you make a change.

10 Replies 12,738 Views

I tend to play custom races with high levels of contentment and then just ignore the colony restrictions. OFC I also play malevolent races, with the eager trait chosen (on the malevolent tree) the morale bonus mitigates a lot of the colony restrictions. And of course I upgrade my government as often as possible (there are a few that have no colony limit)

31 Replies 142,658 Views

[quote who="ElcorValken" reply="1" id="3709684"] The post is interesting (no new info though) but i have a few concerns : Doesn't all of that make synthetics overpowered ? Whats their drawback ? Short term, i can see growth (because resources) being an issue, but longer term ? On the issue of food : Can organics rebuild arable land tiles ? Or are they lost forever ? Does that mean that synthetics and silicoids have that much of an advantage that can

15 Replies 1,183,256 Views

had the same thing happen, just before I left for work. still 2.8 (opt-in), but there was a download this morning, here are the patch notes: <div class="bb_h1" style="font-size: 17px; color: #529cde; font-weight: 400; border-bottom: 1px dotted #666666; margin-bottom: 5px; font-family: Arial, Helvetica, Verdana, sans-serif; font-style: normal; font-variant-ligatures: normal; font-variant-caps: normal; letter-spacing: normal; orphans: 2; text-align: left; text-indent: 0px; text-transform:

1,416 Replies 4,504,198 Views

First of all, welcome to the community! [e digicons]:grin:[/e] Next, the reply to the reply. 1. Naming dead planets (You CAN name stars, if you haven't noticed): After a large amount of playing this game (over 1800 hours) I can honestly say I don't even notice them anymore (unless a tactical situation comes up), but I can see where you are coming from. Be a bit of a pain for me since I only play on large maps (my fingers would probably fall off after a while

5 Replies 45,863 Views

Is starting pop defined in the faction.defs file? If so, it is from GRM. All factions in vanilla, including the faction_default (which I assume is for custom races) have a starting population of 5, while for GRM it is 10. Since vanilla used to be 10, I imagine you missed changing it when they did. [e digicons]:grin:[/e] P.S. I kinda like it this way, personally, but it does affect moral pretty badly. [e digicons]:grin:[/e] &n

1,416 Replies 4,504,198 Views

[quote who="Gauntlet03" reply="817" id="3699424"] Sooo... pretty close to done for this next version. Annnnddd made a Area of Effect extension module for Military Starbases, IF you have the Vigilant, Heroic, or Paranoid trait. Currently extends range by 10, so it will cover multiple systems in most maps/types. [/quote] [e digicons]8(|[/e] [e digicons]:grin:[/e] &n

1,416 Replies 4,504,198 Views

[quote who="Gauntlet03" reply="780" id="3698696"] OH PS: 1) That submarine spaceship set is well underway. 2) I'm starting to create some new race abilities for fun. For example, one is intended to give a great bonus to weapons/etc. but make diplomacy virtually impossible... still working on how to do it though. Another ability is "Nomad" +30% ship range <

1,416 Replies 4,504,198 Views