[quote who="Gauntlet03" reply="202" id="3741747"] 4) While Horemvore is often acerbic, and you could certainly argue his tone is overly emotional or an over-reaction (and he'd argue back I suppose), he's also been consistently helpful to the community and deserves to be treated squarely. If you want to argue with him... actually do that with a legitimate question. [/quote] Thats actually a fair assessment :)
Horemvore
StartEventsDefs I think it was called, or very similar, I can not check uninstalled GC3.
[quote who="JerkClock" reply="196" id="3741651"] Let me just ask a fair question here, do you think the fact that you have been modding an unfinished game (since the last expansion wasn't out until yesterday) might just have a LOT to do with that? [/quote] I think your name fits you. (The first 4 letters atleast)
I am no longer updating, supporting or checking on this mod. Had enough of SD's antic's in regards to modding and flatly refusing to fix a broken game. Time to move on.
As of the 3.5 Patch mods are no longer working, the game fails to load them. Stardock are looking into the issue, hopefully a fix will not take long.
Everything bah Hypergates :) (Not overly keen on them either tbh, feels to ES2) I was going to go buy the expac (So i can see for myself), but for some reason its still locked even though its 3.25pm.
MapSizeDefs.xml, MapSetupDefs.xml
[quote who="rap33042" reply="188" id="3741464"] Thanks for the DL link. I'm planning on getting Retribution when it comes out. Do you plan to upgrade your Mod to comply? I hope so [/quote] TBH, doubtfull. I did not, still do not, like the sound of the next expansion pack one bit. (So much so I have not played a single game of GC3 since they announced it). [quote who="rap33042" reply="188" id="3741464"] If SD hasn't fixed that damn planet auto-upgrade button, I
[quote who="jabberjaws" reply="186" id="3741459"] Horem another 2 points to 100 here is 1 Is this mod for the old game ? not new release right ? roles fixed on gov ships ? they are all support and I want to use them as capital , I changed some myself but is this because of AI weakness ? Thanks Buddy JJ [e digicons]:)[/e] [/quote] Its for 3.2 Intrigue.
[quote who="rap33042" reply="184" id="3741449"] Hi Horemvore, There seems to be a bug with the anomalies that provide +1 resource, such as Durantium and Promethion-- they aren't being added to my current resource count. Nothing happens. Just FYI, and thanks for a great Mod! Richard [/quote] This
[quote who="PocusFr" reply="7" id="3741391"]Indeed, a bit like doing tourism in Taliban country? So my point [e digicons]^_^[/e] it would make more sense to name that migration, as it is more plausible that any civilization (except perhaps a kind of 'AI unity' one?) has a fair amount of internal migratory flux that can be commensurate with the size of their empire. Tourism? Not all of them would allow leisure trips, even from their own citizens (not long ago Chinese could testify
Its a Skybox rather than an image and its modable, SkyboxDefs.xml I think.
Turn the grid on.
[quote who="Gauntlet03" reply="7" id="3741051"] What happens if influence is put to the top of their priority list? [/quote] TBH I am not sure, recent discoveries, AI building Pax Emporium without it been listed in GovernorDefs.xml, indicates there is additional code that the AI is using to build out planets. Editing GovernorDefs is still effective, but maybe only to a degree now.
[quote who="JerkClock" reply="4" id="3741042"] Not even the Krynn? I thought Influence was their whole thing. [/quote] They get a flat bonus every time they gain a Ideology perk (Which give them a decent sphere), they do not put sensors or any other influence buffing modules on starbases. Do not build Cultural Starbases or influence improvements unless its a secondary type and the main type gives a different bonus they were after. Its why Influence victory is so cheesy.
[quote who="JerkClock" reply="2" id="3741032"] Though for that, extra dialog and counter influence strategy would be needed. [/quote] The AI does not currently do influence, ever. And as the OP pointed out they are settling in such a massive influence zone, even if they did do influence it would be wasted money (rushing, cause they would have too) due to influence requireing time to build and yours been so overpowerign the planets flip within a turn or 2. I actually
People have been asking for this to change for the last 3 years. So what do the devs do, make it worse for the next DLC with a limited colony rush (6 maybe 7 colony ships max for the first 50 turns).
[quote who="SprakerLisa" reply="53" id="3740980"] One oddity is I keep getting "4 Files failed to validate and will be reacquired" when I validate the files. Weather its from the old or new install. [/quote] Thats the cache files been reaquired and nothing to worry about. Blackhole issue is a whole different ball game, and I do think it is linked into the UI lag and Stuttery pathfinding.
3. Sometimes this is enough. I think it depends on the map size tbh.
So I can not find the info I remember been shared by one of the devs (it was probably on Discord and I am not scolling through that massive log), however I did come across this on the offical wiki (its incomplete): Citizens and thier Promotions EDIT: I updated the Commander promotion information on the wiki.
I think you might have a borked shipstyle or installation? Mine works and displays correctly.
FYI its a player only thing. (AI can not or will not use Commanders) If they do happen to use one its a fluke, I have tested and tested this by gifting free commaders to the AI, its a waste. (they sit in the global pool buffing hitpoints by 3% each)
Base of 7 moves (3+2 engines), you got tech, abilities, buffs etc on top.
Commander - Malevolant. Cost 10 Promethion and 1 Artocarpus Viriles. Edit: They are slow, not very well armed and have no defense, so require an escort or 5.
[quote who="JerkClock" reply="5" id="3740940"] But if Terror Stars really are back, it makes this all the more exciting. [/quote] Introduced with Crusade expansion.