I fixed the alliance issue. Will see it 1.22! Sneakpeak Fixed missing text for new anomaly groups. Tweaked map setups. Links to install and lets play videos added to install file. (Thanks ColorsFade) Added Museum improvement (precedes Consulate, AI thing tbh). AI Governor tweaks. Fixed Ruthless text. Fixed Scary text. Easter Egg event added to some Lost Transport anomalies. Increased citizen transport and comm
Horemvore
Yeah thats a recent change, Im having issues getting the UI text to update, seems they use a generic tooltip here that atm doesnt seem to be modable. They are tied into the Hull size techs. Not Ages with me atm. Go get Zero Gravity Construction.
I think that is related to the GFX bug where custom designs only shoot red balls of fire!
[quote who="jabberjaws" reply="133" id="3737611"] I got a CTDT when trying to use the battle viewer , I elected to fight a heavily guarded anomaly , the crash is every time when I use the following !! the cause is when I use GRM ship colors surface #6 with timonium and chrome , any race of yours so far used Borg and Tholian , try it and see if your game crashes using GRM colors this way - when I left your original colors on the ships , they did not crash, seems to be when f
Updated - Version 1.21 Split combat and blueprint changes into its own module. Ship Hull upgrade tech line added. Increased medium hitpoints to 40. UCP_MOAR planets added. Tweaked Government weights and colony limits. Tweaked AI and planet Governors. Cities are 1 per colony and can now be upgraded to a Metropolis and are preceded by Settlements. (More for the AI than players) Academ
Removal of tech specializations - Sorry but I did not get past this, thats all I have managed to contain from the OP, yeah its made me speechless tbh. Removal of choices from a strategy game really? Removing diplomacy options due to removal of specializations? Removal of specializing your ships/colonies due these "pointless" tech specializations? Come on man. You might find them needless or whatever but trust me those 10%'s here or 10%'s there add up, more so now with the Crusade system than
I fked up the install instructions again, well not so much them I just forgot to rar every thing up so it made sense. Sorry :-/ I have updated the download , re-download or here is a link for Graphics.rar for those who are just missing this (it was left out of 1.20).
There are no StatTypes for granting legions per turn (they are not in that table). Triggers from imprvements will not accomplish what your after. Same deal for your per x turn idea for citizens either. However, you could probable accomplish all or most of it via an ability, you can edit the current race types if you intened for it to effect everyone and even add a bit of verity.
https://www.dropbox.com/s/iqynb1fw722d949/AdmiralsXmasWish.rar?dl=1 Should give you a compressed file. Woek when i click on the link above and when pasted into my browser.
Link worked fien for me, try a different unpacker.
Sooooooo! This:- 5000 Base and 2500 Habitable set for Ludicrous map size. Not bad for first test generation of the map. While testing this I also had MOAR Planets active and set to convert 90% of dead world. We got this:-
Check discord, or here .
InteractionWnd.xml Regards to FactionDefs, you need to look at the scheme files for the "instructions" so to speak.
UCP_Factions from my mod should contain all the stuff you need to see, to make stuff for your custom factions, appending is a pretty easy task tbh. These you can make via the civilization builder, or by having your own MyMod_FactionDefs.xml.
I think you can fix this by editing MenuArtDefs.xml. Its not doable via a mod, you would have to edit the file and re-create the games bin files with the compilers located in the tools folder. Or you can change/replace GC3_Startup_Mask_Left.png, which I think might controll that shading?
You have the required tech? (Orbital Construction, Zero Gravity Construction etc)
You can update or wait, changes wont effect a save game, should not break them either. What DLC where you missing?
Updated 1.20 Reduced Easy to Please morale bonus by 2. Tweaked Blueprints. Tweaked AI technology weights. Tweaked late game government colony limits. Tweaked map settings. Different icon for Paxtons Emporium. Moved new planet traits and features into its own module. Added Tourist Center improvement, PreReq for Port of Call. (I added it so the AI actually saves a tile for tourism) Included OldSpiders values for civilization spacing. Aeroponi
Its not applied to Gross income as Nilfry said. It works fine for me, BUT I have fixed certain broken elements in the Lost Treasure DLC and I can not remember if this improvement was one I fixed. This is a screen shot for the Pragmatic choice, the Malevolant choice should show something similar:
[e digicons]:thumbsup:[/e] Works like a charm, tested with 5 games, 2 spiral, 2 scatterd and 1 lose clusters. No clumping of Races, nice even spread, good job!!! [e digicons]5*[/e]
I've been testing this myself, but I have been going up not down... Well runa few test games after work today, if all goes well I will include your changes.
Hirogen and Hakkonion are both using default shipsets. Still sound like a borked install/corrupt files.
Multiple is fine.
[quote who="rap_master_c2877" reply="119" id="3735701"] Hi, I bought the game yesterday and right away installed the mod. Everything works fine besides when I start the game I got error messages regarding the ship style sets for Ferengi, Cardassia and a couple of minor empires. The rest seems fine though. Any idea on how I can resolve this is welcome. I checked already the ship style sets and the ship designs seem to be in the respective folders. <br