DMF

DMF

Joined Last seen Member # 378107
16 Posts 305 Replies 3,432 Reputation

[quote who="DMF" reply="177" id="3685059"] Now you've made me doubt the validity of the definition sequence proposition. I'll have to test it again.[/quote] I tested it again. The Trade SA techs MUST be declared before the corresponding vanilla techs (esp. Trade) or they get attached to the disabled SA prerequisite. Remember this: "The first satisfied or the last unsatisfied tech definition is the one that has effect." -----------<

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It won't show on the Summary dialog of the planet (unless the effects are rolled into the totals at the bottom), but look in the upper RH corner of the Details page. If the SB is in range you will see the 14% Starbase bonus listed. And that bonus does affect the output. Note that the displayed output is the base output, multiplied by the 1 + (SUM of the bonuses), multiplied by the Economy slider setting, and probably a few other things. Let's say you have a base output of

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Whew! Finally worked all the way through techtree. Now for the race trees. Non-text changes: Drengin/Kor - Slave Trade +20 Trade (up from 10) Drengin/Kor - Adv. Slave Trade +40 Trade (down from 50) Should Master Trade be locked out for these guys?

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This one mystifies me. Minor tech tree: Weather Control requires Planetary improvements. DivergentEvolution requires Weather Control. In the latest test game tech display, Weather Control does not appear. DivergentEvolution does appear, but 'requires' Cargo Vessels yet is never enabled. Here are the relevant blocks from MinorRace_TechTree: PlanetaryImprovements</Requ

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Blast! The "Altarian" Trade Empire that I've been testing is using the Terran tech tree. Never even noticed. But I did notice a few text items that need fixing.

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Playing another test game, this on as an Altarian Trader. You're right. The Trade SA is a sucky SA. * I don't see trade ability bonuses come into play. There is a Korx (Trader) that I have two routes to. Combined, we should have a massive bonus on those routes, but in the Trading display they look exactly like all the other routes of the same length. Any idea how the trade ability bonus is applied? * Freighter Factory is granted by the SA, b

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Anomalies: * Fertility Clinics upgrade to Stock Markets when that becomes available. Huh? * Still a problem with 1PP farms. Most of my worlds were at Traditional Farm (I like to keep my population low). Stole Paradise Farms, then researched Xeno Farms. When PF became available, the TFs did not try to upgrade (good) and PF was an available upgrade options. When XF became available, all TFs immediately upgraded. (okay) Then a numbe

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The problem is the GPU drivers; Clover Trail Atoms use GPU technology licensed from Imagination Technologies. Imagination appears unwilling, and Intel appears unable, to update the GPU drivers to meet the demands of the Creators Update. This in no way contradicts my speculation. What "demands" could the Creators Update have for the GPU? Sounds like MS is trying to extend control to the auxiliary processor and someone finally said

9 Replies 69,189 Views

I read something a bit more ominous here. For years, MS has increasingly insisted that its OS have "firmware" level control of the processor in order to enforce licensing etc. Coincidentally, this also allows low level real-time monitoring of the machine from the cloud. Intel has long made noises about resisting this, but apparently acquiesced to at least parts of it long ago. One wonders if the "updated drivers" Intel is supposed to supply doesn't enable

9 Replies 69,189 Views

[quote who="Maiden666" reply="176" id="3685013"] I just started a game and it did work just fine. Can you describe a way to reproduce that?[/quote] Custom race using a Terran tree. IIRC, the Trade branch is okay, but the SA Trade techs aren't enabled. Terran and a couple of other trees have the SA Trade defined *after* the regular Trade. ------ [quote]JFYI Trader SA will grant you any technology which carries a trade stat-increase. [/quote] Ah!&

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Why does Counter Espionage2 increase EspionageAbility 10%? The tech has nothing to do with the effectiveness of OUR spies. Rather, it stands on its own with its own purpose. You explain it to me and I'll explain it to the player. Were it up to me, I'd make Counter Espionage2 a stand alone tech and make the prereq of Xeno Espionage the same prereq as Counter Espionage2. Then make Xeno Espionage +10 or +15% and make Counter Espionage2 +0%. If I

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You make some statements in descriptions that I don't understand. * in Espionage2 "Very early [Agents] hardly won't have any useful or precious technology to steal so we could instead .." In my experience, outright stealing of technology is very rare at any penetration level, at least for the player. Is this changed in FW? * Same sentence, ".. use the first agents to get a sufficient level of espionage on al

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I'm looking at the Korx Trader techs. You say FreighterFactory can be built by any civ with Trader SA. But FreighterFactory is a GA! I tried and a Second Trader can't build it. Make it a Super Project? The pre-req should be untradeable so same thing. Tried three Traders, two Korx tree, one Alt tree with FreighterFactory as a SuperProject. All had FreighterFactory enabled, but only one (not the player and not Korx) built it initially. Strange. ----

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I've increasingly been using [YOURSHORTCIVNAME] in details. But that has an annoyinging side effect. When an invading Terran player steals a e.g. Torian-specific tech like Aquatic Tactics, it tells him how good *Terrans* are in water, so they can have the tech. I suppose that's rare enough that we should go for the customizability instead of worrying about it...

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Hang on. I'm not so sure that makes total sense. If some of the improvements are set to "no agent", then some are set to "yes agent". Yet not a single improvement allowed an agent, even those that weren't supposed to (and would have were it a simple reversal of logic). They couldn't all have been hard coded. I know for a fact that Morale boosters aren't, and I recall that in an earlier mod Mercenary A

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Okay. Probably easier for me just to bring over my changes. I've been doing them piecemeal but they should be easy to spot. 0 is the default? That's odd. I would have sworn it was the other way around. But one can't argue with empirical evidence...

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[quote who="Maiden666" reply="164" id="3684403"] Bugfix for version 0.65: http://www.xup.in/dl,44779613/FW_Bugfix_for_version_0.65.7z/ (enables the placement of spies again) [/quote] Can you give me the line number? I've already started work on PlanetImprovements. Strangely, the file passed XML validation. &nbs

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[quote who="Maiden666" reply="151" id="3684301"] Creativity only works on techs with base cost Do you have weapons and defenses spreadsheeted? I'd like to see that they look like without poking around through individual entries, and would prefer not to have to do it myself. &

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