Tack this on the end of ComponentClassDefs.xml in the UCP_Combat\Game folder:- HypergateModule CanBuildHypergate
Horemvore
Its not designed for Retribution, but, from what I see in the Retribution files, all the new blueprints Append ShipBlueprintDefs.xml (EXP4_ShipBlueprintDefs) so there should not be an issue of missing blueprints.
[quote who="Gauntlet03" reply="5" id="3745265"] GC mods number incredibly few and most are not updated for Retribution. Unfortunately the modding fruit died on the vine so-to-speak a long, long, time ago. [/quote] To many twists and turn on that vine, although a select few decided to keep climbing :)
Modding tools. This does not have to be a full sdk/toolset, I would be happy with a soultion for Visual Studio that loads up the games schemes/xmls, shows incorrect order/typos etc, similar to what modbuddy did for civ5. Or an addon for notepad++, xmlspy etc etc. Modding Documentation. Comments in the xml/xsd files themselves would do. Offical Support via Steam/Nexus. Have Replace Mod and Append Mod folder's, that is added to the Mod folder whe
[quote who="jabberjaws" reply="1303" id="3744842"] I would love a value on research so I know how much exactly , it takes for a tech, as we do in buildings [/quote] We can not mod the UI to display this, SD would have to do it, I do understand why they have not done it, the cost of techs goes up every time you research a tech (Multipliers and Exponents all go up depending on where and what you research), coding this into the UI would be resource heavy, recalcualtions for eve
Updated and fixed for the 3.6 patch. You can thank Gauntlet for this final fix/update, I reinstalled GC3 to test an issue he was having which in turn prompted me to fix this mod pack. (Does not support Retribution)
Try this :)
I used my secret recipe for "Fix me up". :) You probably did not move the Cosmetic Component xmls.
I moved the missing gfx and xml files over , try this ------- > #Combat : Any Expac, tested with 3.6, does not contain stardocks recent changes to ship hulls.
Guardian - Kinetics Attack - Missiles Interceptor - Beams
Take UCP_Combat out of my modpack.
StarbaseModuleDefs.xml. You want to remove preculsions from: CultureRingModule MiningRingModule EconomicRingModule MilitaryRingModule You might also want to look at AIStarbaseGovernorDefs so you can tell the AI how to use the new adjustments.
[quote]I really love to play on the largest maps with max opponents. Or at least i did at one time, now its near impossible without an Auto Build button on colonies. With over a hundred planets You can spend up to half an hour every turn just updating build cue's. [/quote] Added with 3.5. Bottom right next to the Rush button, called Repeat. It will continue a project untill upgrades are available at which point it auto queue's upgrade's, once all are done it will return to idle (
This is intended behavior, added with 3.5 or 3.6. The game no longer rounds up or down in certain elements of the UI like it used to and give flase information. Its actually a welcome bug fix.
Not possible, in thier wisdom Stardock thought it was a good idea to lock ColonyLimit into GovernmentDefs.xml. It is not part of the Stat Table like everything else. The best you can do is adjust the caps to each size map you intend to play in that session, tedious but required. I included zip files in my "Looks like Glacatic Star Trek" modpack, that increase the colony limits by: 25%, 50%, 75% or 100%, they should still work with the current patches.
Remove this. FlavorTextDef > InternalName > NEW_DEF InternalName <span style="color: #0000ff
Sadly this has always been the case for quite a while (years if memory serves). It is why I always do quick battle.
[quote who="Franton" reply="1" id="3743989"] Hello. This is just a guess, but your observation may not be a bug. You have to be aware that every time you spend an ideology point, the cost for the next ideology point is raised. Not just in the branch you've spent that point in, but also in the other branches. If you accumulated just enough pragmatic points to use an ideology point there, but then use an ideology point in another branch, the cost for using the ideology point in the prgmati
[quote who="Nibelung44" reply="7" id="3743985"] Now if you don't play the game, I can understand you missed that. [/quote] If they played the game (not just ai soaks) do you think 3.5/Retribution would have released with the amount of bugs it had at launch?
Its harcoded to production, that sum would be the 3% + 0.1 per tile to destination + 0.1 per turn at 100% Tax. You can not see the destination planets Raw Production unless you have a spy there (its not displayed in the tooltip). Which is why most/all people go by the population to decide where to send trade ships. EDIT The wiki could well be correct btw, and it is just base population.
They level up. The code is in CommandComponentDefs.xml in the EXP2_Crusade\Game folder. Its based on Kills/Anomaly exploration. The only 2 ways ships level up.
There is code for raiding, just no UI element to support it. (Its in GlobalDefs) TradeRouteValue TradeRout
% of raw production, so 3% for a basic route (0.03).
I reinstalled GC3 to test this. No matter what I try, having :- 3 3 In the code will cause it to fail. Seems to me this part of the code is linked to PreformAction only. Sad.
Use OnInitalShips not OnStartTurn (This acts wierd in my experience) Lifetime - Instant.