Notepad++ is very good. I also use Eclipse if I have it open. The programming comment was more for Stardock's benefit. [hint, hint, Brad] Thanks for the pointers on the editors. It occurs to me that I should go look at thalantree.xml to see if the Civ. Ability is actually defined in the file...
DMF
No, I used c/s-Z to delete the nascent stalks. I left several on a few planets to see what happened and so far so good. But as if mid-2230 the 'bots have made no move to research Advanced. Next time I'll let them run and see what happens. BTW, has anyone found a way to modify Super Abilities? The frikkin' Yor drop Influence Starbases all over the place, making navigation a RPITA. (The very dark interface color doesn't help
[quote who="Gaunathor" reply="124" id="3618957"] Building lots of Charging Stalks is exactly what the Yor should be doing. They don't have spammable econ buildings, so their tax income depends on high population. [/quote] 4-5 per planet? How are they supposed to keep morale up? The stalk bonuses don't seem sufficient. As for Econ, the Efficiency studies bonuses are huge, if the AI ever decides to research them. Tolmekian also adds a re
Nope, never have saved in the editor, at least in 2.20. I'm used to editing the xml directly so I know how, but the editor would be so much easier. Are you saying that one can't save at all in the Tech Editor and get a usable result? That would blow. Any of the other editors f*d up? [quote who="Maiden666" reply="7" id="3618079"] this is very logical because why should you get the bonuses of a tech w
[quote]what you fail to understand is that, because of cosmic inflationairy expansion, these objects that emitted that most-early light (usually from quasars) have been pushed away in the meanwhile... [/quote] Climb down, Maiden. You're missing the point entirely. We know that the light has been traveling for e.g. 14 B years. Light has a fixed velocity. Therefore at the time of emission , the source was 1
[quote who="DMF" reply="116" id="3613262"] The last install all the AI races built Beams. This time they all build Missiles. Nobody builds defenses. Is it too much to ask that races behave differently? s/ King of the Gun [/quote] I take it back. This game half the nine are building guns and the other half missiles. Some are even building defenses (though they are
Just double-checked it again. No Civ. Ability on Xeno Bio. Is there something in the file that is unique to the CU-based 2.20 update that I can check?
I found that out as I kept reading. But I hoped the responses still have value for the overall discussion. So. What is the future of this discussion? Are we at the wish list stage? The roll your own mod stage?
I tried this with a similar tech pair. I initiated a trade for Planetary Improvements (PI) which masks Stellar Production (SP) (both PlanetaryImprovements). SP offers +10 Econ; PI offers +10 MP, SP, RP. I received +10 MP, SP, RP, no Econ. Unlock worked as expected and SP disappeared from my available tech and from the full tree display, replaced by PI. I think I did a quick test with SM and DI and saw th
[quote who="Gaunathor" reply="1535" id="3612143"] -Give Mechanized Warriors the following stats: Cost 500 (from 800), bonus 100-200 (from 40-50), PQ-damage 10-30% (from 0), improvements-damage 80-100% (no change). This tactic was overpriced compared to what it did. The tech-description of Mechanized Warrior doesn't state anything that could justify this ridiculous cost. It does state, however, that "As a result, our troops are immensely powerful per man." Yet, the actual tactic is we
[quote who="Gaunathor" reply="1534" id="3612128"] The removal of the ability to buy planets from the AI smacks like a "Thou shalt not exploit the AI!" It's a singleplayer game. So why would you care how other people play? If anything, this should be in a mod, not the official game. After all, the devs intended for the player to be able to buy planets. Why else would they put the option in? [/quote] I agree. I'd rather have the subscreen back too.
[quote who="Maiden666" reply="1522" id="3611953"] (not just within a galaxy but in the entire 91 billion light-year diameter of the observable universe) [/quote] Huh? Age is 14.3 Bly (roughly). Diameter is twice radius. "29 billion light-year diameter of the observable universe" is actually believable. 91 sounds like you're implying a disconnect from our reality, which is not good for suspension of disbelief. <
[quote who="Gaunathor" reply="1521" id="3611813"] RaceConfig.xml: Terran Alliance: I've changed them back to Neutral. Drath Legion: I've changed them back to Good. [/quote] Terrans should be neutral. The only Good Drath is a .... [ahem] I do not find the storyline argument persuasive. Okay, they repented of something. Repentance does not change the nature of the sinner. Btw, what's
[quote who="Spinorial" reply="1454" id="3610686"] Quoting Gaunathor, reply 1445 Quoting Spinorial, reply 1432 "organic based" to organic-based Is "based" really necessary for this? Wouldn't just "organic" be enough? Or am I completely misunderstanding this? No, you're completely correct. Organic is synonymous with carbon-based, making the above a tautology. With so much stuff to correct, I was actively steering clear of the game's ps
Whew, thanks. Here's another question. Two different techs may have the same internal name. E.g. most tech trees have a Space Militarization (SM) node. Thalan tree has a node called Defense Industries (DI). Internal name of both is 'SpaceMilitarization'. N.b. that the bonuses from DI and SM are different . Now suppos
(re: Improvements Editor) Improvement ArtificialSlaveCenter ( Artificial Slave Center ) promises +20 Military Production. But there is no Bonus defined for the tech. I could fix it because I know what the bonus is supposed to be. (Or is there another consideration here?) Improvement GalacticExhibition ( Galactic Bazaar ) promises a 50% increase in something trade related. But there is no Bonus defined for the tech. Fu
GA is an improvement, not a tech. You obtain the trade good by building the improvement. There can be only one GA in the universe. Once built, the thing adds +1 speed to all your ships. (The bonus won't show up immediately, but on the next turn (or two).) Trading the trade good to another race gives the same speed bonus to that race. Personally, if I built it I'd never trade it. Speed is life. There is no imperative to build a GA unless yo
[Never mind. I'll start a new thread for this.]
Yah, I hate the 5 Parsec and Jagged Knife events. I will often back up and re-run the last few turns since the events aren't fixed but random and will seldom recur. Now, with 600 worlds on your map, the 5 Parsec event shouldn't make all that much difference. There will always be something going on, even at a slow pace. But with Uncommon/Tight/Immense, it could be as maddening as real interstellar warfare. Launch a fleet and it
I think it rather depends on whether you can hold the planet once taken. So much depends on speed. If you have superior speed, then you can sneak Transports in to attack planets while the enemy warships wallow around. Likewise you can pick off enemy Transports come to re-take them. If you don't have superior speed and don't think you can hold the world, and have a vindictive mindset, then try scorched-earth tactics. In extremis , destroy the colon
Remember that the advanced forms of government yield very substantial economic bonuses. If you're playing the Community or 2.20 tree, then the higher Administration levels have the same economic effect as Republic/Democracy/Federation of the other racial trees. Also remember that you can take a big Economic bonus as an initial Ability.
[quote who="admiralWillyWilber" reply="119" id="3613691"] This prevents the Ai from spending to much on espionage. The Ai will otherwise spend to much on espionage and not on otherthings. [/quote] Good. So far I haven't played a full game without the old raceconfig files (so not the total experience of 2.20), but I have to say that the net effect of the tweaks you guys have made is excellent. E.g. another perversion - building way too many Farms - seems
The last install all the AI races built Beams. This time they all build Missiles. Nobody builds defenses. Is it too much to ask that races behave differently? s/ King of the Gun
Ah yes. No effect on the current game, but a new game shows Logistics correctly. Tech tree is a little different too. Really, this is something that should be done automagically at install. Thanks for the help.
Boy (or whatever)! You can say that again! Yes, of course, I've played Thalan on this computer. I've played all the races and a couple of my own. I've played GC since the early OS/2 days and this is the first I've heard of .raceconfigxml. (Actually, it's existence may explain why I can't seem to get rid of my Yor-based custom race.) You suggest that .raceconfigxml is not being overwritten. Do you mean that 2.20 installa