[quote who="Gaunathor" reply="1504" id="3611609"] No, they wouldn't. Fertility Clinics require Fertility Acceleration, which the Thalan don't have in their tech tree. [/quote] Ah my bad, mixed it up with Aphrodisiac *** The description of Eyes is outdated This Galactic Achievement increase our sensor range by 50% it now gives a flat +6 to sensors.
Maiden666
[quote who="Gaunathor" reply="256" id="3611620"] True, but I consider this part of the appeal. Having some races be inherently be weaker (or stronger) than others makes for more interesting gameplay, in my opinion. For example, trying to win with the Torians against a custom race with Super Breeder and abilities to make full use of the SA can be quite a challenge sometimes, but also very satisfying when you achieve victory. [/quote] That's certainly true, but if I would
Hey I've just encountered a bug and am wondering if you know anything about it. Thing is that the Torians racial design is too weak IMO - you can actually be so much stronger with a Custom Race. I think this is in order to mitigate their strong SA but then, again, a Custom Race suffers nowhere. So I was wondering if I could do the same to them like the Thalans setup (more starting techs) esp. since the Torians have a weaker research. So I gave them XenoEthics - so they may
Well, this thread is evidence that humans are neither good, neutral or evil because basically everybody seems to have a different assessment of what "good" or "evil" really is (unless some of you are aliens [e digicons];P[/e] ) At that time when the change did occur I was actually argueing against it but unfortunately my forum post got eaten, so I had to keep it small. My main thoughts back then do actually stem solely from a gameplay perspective. First off, there once was a
[quote who="Gaunathor" reply="1498" id="3611531"] I've been wondering, would anyone have something against the following changes? -reduce the Pop-Growth-bonus of Xeno Biology to +5% and Fertility Acceleration to +10% (Yor: +10%, +10%, +15% for Population Acceleration, Spark of Life Enhancement, and Extended Lifetime respectively) -move Aphrodisiac to Xeno Medicine -re-add the Fertility Clinics improvement (using a low AI value, so that the AI doesn
[quote who="Gaunathor" reply="253" id="3611482"] DL and DA didn't have a minor race tech tree. All races shared the same tree. Are you still running v2.04? That would explain why WarpDrive IV and V are still there (plus all the empty techs). Also, where exactly did you remove the minor race tech tree from? Only the mod, or the base-files too? If it is only the mod, then the game will automatically use the original file. [/quote] Yep, still 2.04 with the CU as mod,
[quote who="admiralWillyWilber" reply="1493" id="3611472"] I think in 2.03 it was so, but if it wasn't don't you think you should no what you are buying considering if you play some species you don't have all, or most of the wonders, so it's not like I can check in my tech tree to see what it does. [/quote] in this particular case you could right-click on the specific tech which let your opponent build this wonder, in that description you should be able to se
[quote who="admiralWillyWilber" reply="1490" id="3611465"] When I'm in the trade screen I right click on a trade good, and it doesn't tell me what it does. [/quote] But that's how it worked in 2.04, too, I just fired up the base game. Was that ever different?
The 2 Hatchling Mounds use the same icon, if you don't rely on auto-upgrade it may get tiresome having to check manually which one is build. designed to make it look more energetic
[quote who="Gaunathor" reply="251" id="3611406"] That's odd. Are you certain that you deleted all copies of the tech tree? Also, did you remove all references to it in the RaceConfig.xml? I'm wondering, if it's possible that the game generated a new tech tree with that name, just because one race was still using it. The game definitely does that in case of mods. If the game is set to use a certain mod, but the folder no longer exists, then it will generate a new one with that
[quote who="Gaunathor" reply="249" id="3611365"] Turning the Social Matrix back into a GA may be the best choice. However, that brings us back to the very reason of turning it into a SP in the first place: the possibility of being unable to build your starting wonder, just because another race did so first. Changing the tech requirement of History of Benevolence to ImpossibleTech (already the case in AT) isn't going to prevent custom races from getting the tech. If somebody makes a c
[quote who="Gaunathor" reply="247" id="3611318"] They are all SPs, so can only be built once per race. If you have multiple races with the same tech tree, then it's also possible to get multiple instances of those improvements. That is WaI. What I don't like is that several of those starting SPs have civ-wide bonuses. The Range-bonus of the Aquatic Transport System doesn't matter that much, because range has a maximum limit. However, the Social Production-bonus (So
[quote who="Gaunathor" reply="243" id="3611206"] Yes, the FC is gone in the CU. I removed it, because the AI can't use it properly. However, I re-considered my opinion on it enough to re-add it in AT (not sure, if Mabus is willing to do the same with the CU). Its AI value is currently low enough that the AI only rarely builds it, making the FC a player-only option. I did try it with a higher value for a time, but the AI did exactly what I feared it would do: building lots of FCs on i
It surely is fitting, but the question is why only the neutral bik contains the audio? A happy or angry Yor doesn't make these sounds, and that seems a bit arbitrary to me. Another thing is that if I uncheck all audio options and even put all sliders manually to 0 I would expect that the game stays silent in every regard. But this single screen actually forces me to disable the games' sound via the audio driver conbtrol panel (I don't like pleeps during classic music^^)</p
btw I wonder what your stance is regarding some starting improvements, like eg. Social Matrix, Hyperion Matrix or Innovation Complex. As it is now, they can be built multiple times... is this working as intended?
[quote who="Spinorial" reply="1477" id="3611272"] Fixed it up and can do similar quick fixes for any other ones you know. (Also, why is this the only racial bik with its own sound?)[/quote] I think this is the reason why you still keep hearing this background sound when playing with sound disabled while contacting the Yor. Seems like a bug to me. Would it be possible to remove the audio from the file and then check ingame if the sound normally rings if playing with sound enabled?
[quote who="Gaunathor" reply="243" id="3611206"] Disregarding the Torians and any other race with Super Breeder, the Korath have the second highest Pop-Growth bonus from techs (+10% from Corrupted Genetics, +10% from Xeno Medicine, and a total of +30% from the Farming techs (in AT, Extreme Colonization grants another +10%)). Only the Drengin are better, because they have access to Fertility Acceleration in addition to all of the above. [/quote] Well, any race that gets the b
[quote who="Gaunathor" reply="241" id="3611176"] I was worried this might be the case. But then, do they really need more bonuses? The +100% Econ bonus combined with the hardcoded bonuses is already much more (point-wise) than any of the major races have. [/quote] I've already done away with the +100% econ bonus. To me this is just overkill. Surely, money is important esp. if you can't run your industry @ 100%, but later on, if their planets are crowded, then they wi
Found a typo in Techtree.xml A History of Perseverance The pained yet hopeful road our ancestors have walked. Our civilization has been through much anquish. should be: anguish
[quote who="Seafireliv" reply="23" id="3611113"] There may be a peaceful Alien race that is simply so powerful, it can`t be defeated by other powerful races, yet it has no wish to overwhelm others simply because it is not `made` that way. Perhaps it had so much time isolated that it became that way. Perhaps it exists in such way it cannot be killed (ethereal for example). It`s entirely possible for a peaceful alien race to exist which has not been touched by more powerfu
[quote who="Gaunathor" reply="239" id="3611088"] Via the tags CustomizationPoints and SuperAbility. The minors already have the former, but it's set to 0. However, I'm not entirely sure, if they will assign the customisation points themselves. [/quote] I don't think they do, and that's the problem. For sure I could set fix bonuses but that's not the same.... [quote who="Gaunathor" reply="239" id="3611088"] The SuperAbility tag needs to be add
Ok, so I think it's displaying the variable because the game returns it empty. whenever a minor planet is under the zone of influence of a stockrace its name will be displayed, but without any influence you'll see the above. Although on second thought it doesn't really matter since you wouldn't encounter this display in a normal game - or could this be encountered even without cheats? edit: but why, if there is no foreign culture present, is <Topic N
^ I just checked the relevant RaceConfig.xml and the Dialogue-tag is set to generic for all Minors, except DLs & Pirates
But white is a color^^ and in the darkness of space thats ment to be able to better shoot at them^^ seriously, no clue what's going on sounds like an installation error or something...
Yes, thanks I've been busy in the meanwhile, doing some playtesting and observing how their strength will develop over time. [quote who="Gaunathor" reply="237" id="3611066"] Giving them access to customisation points and Super Abilities to make them even closer is also easily done, but not necessary in my opinion. [/quote] How do you do this? I've tried this unsuccessfully... [quote who="Gaunathor" reply="237" id="3611066"] There are several thin