[quote who="Gauntlet03" reply="219" id="3743487"] Yeah, that did it. Thanks all. @Horemvore. Would you care if I directly copy your visual UI changes for Diplomacy into GRM. Properly attributed to you of course? [/quote] Help yourself.
Horemvore
I noticed there does not seem to be placeholders for promotions though. The scheme says to add new ones at the end, but well we can not edit schemes with out causing weirdness or crashes.
You can not create new GlobalType's they are locked away in the Enums schemes, however, this is one of the few schemes that actually has placeholders included. Buffer8-14 and UniqueBuffer0-10. Check out UnitGlobalTypes.xsd. I have not tried adding new ones, there was a mod here someone made that added citizens though.
Distance(0.025 per tile) + Raw Production(3% of landed planet) = Trade Income. Planet Income is not used. You then have +0.1 per turn + any modifiers(Techs, Events, Starbases etc) and population increases. (Unless this has changed with 3.5+)
Population and Distance.
[quote who="Gauntlet03" reply="216" id="3743218"] Sadly I'm not able to open the file that downloads from the link provided. I was hoping to dissect some of your work (particularly the diplomacy stuff) and learn from it. If you get a chance to see what might be at issue? It comes through as a .rar and I use 7-zip or whatevs. Or if you feel like PMing me and sending me the files for Diplomacy additions directly. Thanks in advance ei
[quote who="Franton" reply="13" id="3743121"] I understand that some fixes do not get backported. [/quote] Thats bad development if true. EDIT @Jabber - Check your code. looks like something is not lining up with the scheme or you are missing a closing tag.
Hmm, posting twice to get the devs attention? [e digicons]O:)[/e] [e digicons];P[/e]
Should work, if the Colony Capital is considered to be "constructed" and not just "placed". You would have to test it and see.
[quote who="Gauntlet03" reply="2" id="3743099"] Whilst you can't set one-per category, I did notice that Hypergate Components (for example) preclude particular choices of other components. You could use this method to achieve the affect, by adding every other component of that category as a preclusion. Annoying... but doable. [/quote] That is interesting, very interesting. If I understand it right it is the Type that they use as a Preculsion (which is what was added to the P
[quote]Is it possible to restrict a component to particular hull? I would like to propose 'Civilian Engines', for cargo hulls, cheaper but bulkier. [/quote] HullType was added to the PreReq table, wether it will act as you want is 50/50. I never got around to checking, and I have now uninstalled this game and not willing to reinstall to check tbh. (Yes it was a rage quit, after seeing that bugv reported over the last year or more are still present and a whole bunch of new ones ad
Since the dev neglected to mention, changing the debug options to spam will cause a large slow down on galaxy generation/load so be patient with it :)
[quote who="jabberjaws" reply="8" id="3743030"] Is there a way to make a default 1 defending legion per populated planet ? This would help prevent the ridiculous strategy of slipping by forces to steal planets cheaply... [/quote] Yep simply add Garrision to any improvement. [quote who="jabberjaws" reply="8" id="3743030"] I have not tested the GRM with the orbital mines, does the AI make use of it ? [/quote] Best ask that in the GRM thread...
[quote who="DivineWrath" reply="6" id="3742998"] Strange. When I tried to upgrade a cargo hulled ship to a colony ship, it told me that I could not because I had no population on that ship. I did that not too long ago. Maybe the bug has since been fixed? [/quote] I thought it had, you just confirmed it :)
[quote who="admiralWillyWilber" reply="7" id="3742942"] My 2 cents if I'm recalling right the base game is now crusades, so all you who are current assume base game is crusades. [/quote] You can not assume that. Crusade is bundled with the base game now (New Customers). However there are plently of people that bought the game prior to it been bundled together that do not have Crusade (Old Customers), this also applies to any Nitro users.
Costs have never been consistent, ever. SD seems to like the "randomness" to tech costs. (I have yet to see them give an explination as to why they are like they are)
3. Well you could build a constructor or any cargo hull, empty even, fly it off exploring, fidn a planet, upgrade to a colony ship with 0 population (cause this used to happen) then colonize said planet and it would grow from 0 pop. This was SD's idea of a fix, instead of fixing the actuall broken code. (Which they might have done now)
This stems from the fact the game was not beta tested very well. The reason of my rage quit tbh. They suposedly beta tested for 4+ weeks prior to launch, yet some glaringly obvious bugs were introduced and not 1 person in the beta test even saw them? The ability techs missing, extreme tech missing etc etc, bad, bad beta testers tbh. All need fireing.
[quote]None of this should happen. Plus I see no logical or balancing reason at all for this restriction - or am I missing something crucial? [/quote] The fact it is extremely exploitable. (Planets will still grow with 0 pop)
The manual was updated a month or 2 ago. Its not that dated unless you own Retribution.
1. This has never been rebalanced since tha launch of the game. And it is exactly 20x, its set in GlobalDefs. 2. Again never been rebalanced since launch. This is also set in GlobalDefs. 3. To prevent an exploit where people would build a cheap cargo hull, constructor etc, then upgrade it to a colony ship for next to nothing. You guessed it, change it in GlobalDefs.
[quote who="PocusFr" reply="2" id="3742842"] Can this be modded somehow with events perhaps? [/quote] Yes and no. You can add WarTurn Events, however, each event will fire after X (the number you set) turns. They will continue to repeat unless you have set OccursOncePerPlayer, then they only fire once. If you set event, events, chain of events for a supposed "warmonger" this will not force the AI into peace since they will not understand what the events are trying to achieve
Long standing issues. GL getting them looked at.
Download should be working again now. Bare in mind this has been discontinued by myself (someone else is welcome to pick it up).
[quote who="Sir_On_The_Edge" reply="207" id="3741781"] Quoting Horemvore, reply 198 Quoting JerkClock, reply 196 Let me