Horemvore

Horemvore

Joined Member # 3791731
28 Posts 580 Replies 1,908 Reputation

Windows 10. I noticed a small improvement after adding GC3 folder to Windows Defenders exeption list, but it still can happen, also the UI gets laggy first, which has resulted in me saving and closing the game, rebooting and reloading to fix the lag, which probably happens to semi fix the loading issue?

62 Replies 112,673 Views

[quote who="jztemple" reply="3" id="3740570"] Would you please explain what those are? [/quote] Diplomacy modifiers, actually getting shown rather than been hidden like they have for the last 4 years (Makes the UI look horrid btw), no need for the + and -, just colored numbers. [quote who="jztemple" reply="3" id="3740570"] I wouldn't even mind being charged a bit more for this DLC if it means a fully fleshed out, up to date manual. [/quote] They up

7 Replies 60,471 Views

[quote who="leiavoia" reply="34" id="3739783"] 1) Make most planets uninhabitable without improved colonization technology. This makes the initial colony rush short and sweet, then empires pivot to researching colonization techs to get otherwise uninhabitable worlds. This can spread the colonization phase well into the late game. It also makes the mid game more interesting because you have to balance continued colonization efforts with not getting blown up. [/quote] I tried

91 Replies 487,394 Views

[quote who="Frogboy" reply="21" id="3739563"] The problem with the current "colony rush" isn't the concept of fast expansion. It is more of an issue of mindless expansion. If any colony, no matter what, will quickly provide 4 raw production, then grabbing the first 10 means having 40 raw production before the mid-game. Instead, the ideal is to make which planets you colonize matter. Thus, artifacts, natural resources on them, etc. should be more of a factor and thus

91 Replies 487,394 Views

I updated the AI blueprints. They are not super duper, due too SD linking the weapon augments directly into the shipyard UI, its how it sorts them, addign multiple augments to a design makes it spack out and you end up with 100's of design all scrambled up for low mass to max mass and lots of repeating, but are significantly better than vanilla. (UCP_Combat) Its not just about Blueprints though, AI also equires some weight changes in the Tech tree to encourage it to take mass techs an

18 Replies 126,059 Views

New stuff, always nice. If it works, planet buffing Mercenaries, broken for the AI (AI never chooses them, does not know what to do with them). Planet buffing Government ships also broken for the same reason the mercenaries are broken, AI uses them as scouts. Commonwealths (glad you only gave this a score of 1), AI does not use them. When created by a player it is currently a "Hey AI have some free planets", why would anyone want to do that? Be nice if stuff got fixed before a paid co

91 Replies 487,394 Views

[quote who="shayvaan" reply="176" id="3739336"] Sounds great but... Dare I ask... What does all the temporal stuff do? [/quote] You can ask. :) [quote who="jabberjaws" reply="177" id="3739339"] Horem I hope the new changes coming do not break UCP and all mods why does SD have to do that to modders ? it hurts the players very much as well c uz guys dont update or cant keep up with the constant changes as Gauntlet mentio

258 Replies 1,227,333 Views

Sneak Peak Version 1.24 AI Starbase governor tweaks. Shipyard's now gain fighter's for each hull tech unlocked. (4 Guardian, 2 Assault, 2 Interceptor in total) Battle start position tweaks. Guild of Engineers mega event added. UCP_Temporal War added. End game mega event, always fires between turns 175 and 200. Spawns Temporal Anomalys. Access to Temporal technology lines or Unique Temporal faction that h

258 Replies 1,227,333 Views

You have to edit MasterTechDefs.xml. Sorry no other way to use existing techs in a new ability otherwise. You can make new techs, duplicates and adjust as needed, so it will still look like they get the same techs if you dont change the names. There is no action for GrantAbility. So thats a no. However, you can add the same modifiers via an event linked to ability 1, that only fires for ability 1. This opens options not available otherwise, like chained events, timed buffs/debuffs etc

2 Replies 7,638 Views

[quote]The first one is the planetary project list. If you scroll down and pick a project, the list resets to the top instead of keeping you where you are. This is particularly annoying if you're trying to repeat build some of the placeholder projects like Aid Research, or you're trying to set up a tech or commerce capital and are trying to build a bunch of research or market buildings. [/quote] Click Project, Press U or Press and Hold U. [quote]The second one is th

3 Replies 17,851 Views