Similarly I've also seen a Single Disruptor starbase module, which should probably be a Signal Disruptor.
TMPhoenix
I decided to make a ticket: #URG-630-11157 But I would imagine this kind of thing doesn't get as much of a priority as fixing vanilla game issues, understandably so.
You can't change the genericName of the techtree though and preclusions (and pretty much everything else) only work on the generic level and not at the specific internalname level. Also, preclusions are always improvements right now. Don't know how adding a tech would work.
The ship does show the invasion icon and loads population as normal.
I can't give the tech, as that would give the custom race the academy as well, since the academy has PlanetaryInvasion as a prereq and that's something I'm specifically trying to avoid. What I did was: Create a duplicate tech with a DIFFERENT GenericName. I duplicated the transport module and made my new tech show up. The game even uses the replacement module on transport ships. However, as soon as you fly your transport to a hostile planet (after first clea
I'm currently working on a custom race with a custom tech tree and custom improvements. I have however encountered a problem: I don't want the military academy for this, and since this requires the planetary invasion tech, I simply created a duplicate tech (as in a copy with a different genericname) and created duplicate transport pods so I could invade planets... Or so I thought. It turns out there's a HARD-CODED requirement to have the PlanetaryInvasion tech befo
Like the title says: Should player be allowed to change the name of other races ships? Currently I can modify the name of ships owned by another race from the detail view.
If you know the names of the techs you should make a ticket with the names and a description of the problem. It is an easy fix (and it could actually easily be checked programmatically).
You might want to check the tech TREE view if there are any techs that are still unresearched. There was a bug in earlier versions where some techs were defined in the wrong order in the tech tree definitions and that caused them to not show up in the other research screen.
That usually means you placed it in the wrong order. The XML parser is very finicky about XML ordering. Looking at the output they need to go between techtree and hatedfaction entries. Also interesting is that there seems to be only one entry allowed, so I don't know how you should handle multiple starting techs, based on the schema you posted.
Some ideas: - Pay the first installment up front; That would immediately make the overly large contracts impossible, since you can't actually afford it. You would be limited to what you actually have. And even then one turn would most likely put you into the red if you make the agreement too juicy. - Add a minimum contract length, before it can be cancelled. - Make the contract function as a one-sided non aggression pact. As long as you aren't attacked by the o
I can confirm this has been fixed in the 1.03 patch.
[quote who="Sorentoft" reply="85" id="3561064"] What are the *.gc3wsdata files like? A fancy zip folder or something? [/quote] Don't know. Just saw it in the debug.err file; the mod folders are being checked for files with the gc3wsdata extension.
That's because the game now seems to look for *.gc3wsdata files. May be related to Workshop (ws?)?
The game now looks for *.gc3wsdata files instead of loose files.... Steam Workshop strikes again...
Yup the Xeno Anthropology Center has incorrect preclusions: This: Xeno Anthropology Center Universal Outreach Center Future Studies Center
I can confirm that it is missing in my folder as well.
When building more than ~32 buildings on a single planet I can get the game to crash reproducably by simply opening the planet view of the planet in question. Now, getting enough space to even build that many items requires some terraforming, but once you have done so, starting construction on the items is fine, but as soon as building number 32/33 is actually finished the game will always crash as soon as I try to look at the planet. I've tried with several custom races a
The double listing for the last two items are because ships and starbases get a separate (but identical) bonus. This is however not clearly reflected in the tooltip.
Like the title says, even when I disable research victory at the start of a game, the other civilizations get angry once I start researching some of the more advanced technologies. And the diplomacy penalties for this can be rather steep. Seems a bit unfair for a disabled and thus impossible to achieve victory. Is this intentional?
This bug is still in 1.0. It seems to be caused by technologies being defined before their prerequisite techs. I fixed it for a custom tech tree based on the Thalan tree by moving Dimensional Weapons and the Dimensional Weapons Focus 1..n techs to after MilitarySpecialization1..n
I think I saw this on a custom race with the Thalan tech tree as well on the "Dimensional Weapons" tech (I think that's the name).
DisplayName and description should be tokens pointing to a separate text definition xml, like the ones in the default game files, instead of putting the actual description in there.
Of course, it's nothing a little modding can't solve...
I have a few bugs to report: - After loading a save (after just starting the game) there are no audible sound FX, only music. - After loading a save, ship (and possibly planetary) production is not progressing. Can be fixed by rushing production once, but will often break again later. - Sometimes the construct starbase button in the command menu cannot be pressed, even though it is visible; doesn't highligh either; Workaround it by moving another ship onto the same hex a