Was it ever decided whether the Dread Lords should be sitting ducks for Agent attacks? I can make Dread Factories unable to host Agents.
DMF
Finally got to the end of TechTree. I'll have to go back over it and PlanetImprovements again before release. But it should be quick. I don't know that there's an easy way to integrate it into FW, which I gather will be significantly different, with a batch of new techs. I guess just cut and paste the text where the tech is close enough. In cases where the tech or corresponding item has changed significantly, the text may need re-working.</
What, you can alter the ZoI of starbases? I'm shocked that no one has exploited that in a mod! Conceptually, I like what you're doing. Can't wait to get into it.
Crap, the last couple hundred 'lines' of TechTree is the histories. Maybe I will just shoot myself.
Change the name, keep the description largely the same, and note specifically that "this is like X tech but a bit different". Think less in terms of the Monte Haul type player that is pissed if he can't get the best of everything, and more of the player that is immersed in a narrative. "Hey, if you want to use Korx trading techniquest, they have these side effects". And sometime you just don't know until you try it. In this case, at least, the data is
It's taking me forever, but I'm nearly done. I tell you, this prose is putting me off prose. Playing through another CU 6.1.7z test game, this time mostly** on auto with 10 races, no Minors. Huge, Slow tech. As Terran, tech trading is much easier than it was as Drengin in the last test. Generally okay, though. Except that the AIs are trading like made among themselves. All the specialized races (except Drengin?) ha
[quote who="Maiden666" reply="47" id="3657403"] But wouldn't that also suggest that if you trade for this technology you intent to get a completely new technology? Because, it could also lead to the opposite situation where you trade for a technology which turns out to hold less bonuses than the original one in your own tree. And that's actually something I'd like to prevent for a player... [/quote] I don't understand. It is a new, or at least different
Yes, you should mark it, but not with a plus or II, but with a different name. E.g. "Krynnian Diplomacy" or "Mystical Diplomacy" or even something strange like "Cultish Relations". No direct indication that it's better. Let the player explore that on his own. E.g. "Drengin Body Odor" that gives +5 Soldiering and -10 Diplomacy...
Much cheating used to examine the situation. How else would one run a test? No planet flipping, High taxes but no morale below 40%. That's why I say that something seems to be wrong. I'm using CU 6.1.2 for the test. My file should be the same as yours, and I quoted the upgrade_target tag above. I've just found that the TechTree descriptions do not track the re-working of the military tree
[quote who="Maiden666" reply="1937" id="3657112"] However, both factions did receive additional hits, and given how fast the red line increased exactly around these moments I'd say they lost worlds to the Drengin. [/quote] No, there was no war. Very few Transports launched, either. After the Plague, the Alt growth curve should have gone back to paralleling the Drengin - though at a lower level, but it did not. [quote who="Maiden666" reply="1
"Phasor, which stands for Phased Octanganel Refraction" ... A misspelling? Is there a "real" decomposition of the word "phasor"?
Feedback, please. Is this over the top? Fertility Acceleration Enables construction of Fertility Clinics. You think it's easy to reproduce on other planets? Do you find the stench of methane (and more) wafting against a green and purple sunset romantic? While some of the environments on other planets are similar to our home world, the reality is that for a variety of reasons, most are not. Fertility Clinics conduct Fertilit
On most backbench worlds I build Transports, my fasted ships. I tend to specialize worlds only rarely. Those may not even have starports. The new Korath sound like fun. Anxious to get over this CU work so I can get into FW...
Here's the description from Cari's Guide: S_UpgradeTarget This is the internal name of the improvement that this improvement upgrades. But it doesn't seem to actually do anything. Neutrality Learning Center has the parameter Discovery S
I can't get the pic to display from Google Drive. See if you can use the URL directly. [code="html"] [/code]
Go ahead and lock TechTree.xml and PlanetImprovements.xml. They will probably come to you together.
The "explanation" for Divergent Evolution is totally bogus. It's interesting, but it has nothing to do with the technology. Anyone care to offer a possible rationale for a tech that makes massive PQ improvements?
Feedback, please. Devil's Forge Specialized manufacturing enhancement centers. The Devil's Forge is a one-of-a-kind instrument of manufacturing by brutality and repression. The Devil's Forge involves integrating every slaveling across the planet into a massive grid controlled by an artificial intellig
[quote who="Maiden666" reply="1924" id="3656883"] On your testgame - I'd say the Altarians simply never got the Cure researched? Or had to jack up taxes so high afterwards their pop was in the red region and not growing. Donno... anywqay for the sake of testgames I would turn MegaEvents off... [/quote] Yeah, I hadn't realized that they were on. Murphy's Law. I took a snap of the population curve, but don't have a hosting site. At
[quote who="Maiden666" reply="1924" id="3656883"] Quoting DMF, reply 1921 Please be a little more explicit. If an asteroid mine level 2 is delivering 4 points, does building an QPP increase that or not? Do other PPs have a similar effect? All production-enhancing buildings do work/ get calculated the exact same way, so yes on both counts of your questions. [/quote] Ah! I get what you're saying. All the raw output from factories and mines
^#) *!&G% browser just ate my long reply !!! [e digicons]X([/e] I hate computers! I didn't notice build costs as a particular problem. Haven't played with Thalan (AIP11?) yet. Some of these big projects have been nerfed to the extent that they're no longer worth building. I would like to know what problem increased build costs was supposed to solve. If there is none, than what's the point?
Issues based on playing test game, and from examining the data files. Game: Immense; Suicidal; Slow tech; Drengin vs. Korx and Alt AIPs; 8 minors. Weirdness: All the AIPs start out researching defense. The majors do finally got around to weapons, but seem to want to do anything but. Later, Alt and Korx did do a mediocre job on the
Has no one noticed that the descriptions of the techs I nterstellar Refining and Molecular Fabrication are reversed? Apparently it has been that way forever. (Description of the improvements are correct.)
[quote who="Maiden666" reply="1920" id="3656759"] A Power Plant won't increase the base industrial output of an Asteroid Mine, but it will magnify the 'diminished-by-range'-industrial bonus that arrives at the planet. [/quote] Please be a little more explicit. If an asteroid mine level 2 is delivering 4 points, does building an QPP increase that or not? Do other PPs have a similar effect?
Opinion, please. I've never been convinced by the "unknowable Dread Lords totally Evil" line. Far too convenient and stereotyped. (Also I've never much liked the "some perceive time" BS, but it is what it is.) So I have revised the history a bit. See if this flies: Way of the Arnor Learn the philosophies of the Arnor. In the beginning the Precursors were one race. And they really are still one race. B