[quote who="BuckGodot" reply="14" id="3641624"] Couple of notes though. You mentioned splitting the mod into pieces for those who just wanted the cosmetic changes (which I REALLY appreciate as I have my own Diplomacy tweaks on the side), but I looks like it is the folder "Informative Diplomacy" that has most of the cosmetic changes in it, not "ID Gameplay". Also, it looks like you didn't transfer one of the files that DOES modify Diplomatic values, as "DiplomacyDefs.xml" is still in
Horemvore
In regards to the Ripe for Conquest:- We have a base of -3, set in DiplomacyModifiers.xml. There are modifier's in DiplomacyModifiers.xml of 1.25 for certain personalities: <span style="font-size: small; font-family: comic
I finaly found the Ripe for Conquest modifiers. Its labled as EasyTarget I was looking for RipeForConquest :) I have a calculation that I beleive to be correct, feel free to correct me if I am wrong: We have a base of -3, set in DiplomacyModifiers.xml.<b
[quote who="Larsenex" reply="52" id="3641658"] Heremvore, Can I use a custom race in your mod? Also does the general link add all the other mods as well? [/quote] I ripped the factions out for you. With all the Starbase Modules/Improvements/Ship Components/Weapon FX and Tech Trees. They are tied together due to some races using the same weapons and modules. But you do not have to have them all in your game :) I did a quick test, all 9 Factions on a L
General link contains it all yeah, urm the races are tied into it now, was having issue keeping them seperate, I can however rip them out for you if you want, a basic version of them, no Tree's/Improvements/Weapons/Modules (this is why I was struggling to keep them seperate from the core changes, I could once I finish the tech trees seperate them, but atm to many crossovers with the default stuff), just faction + shipsets, you would have to use base tech trees for them. EDIT
AH! I did the same in regards to Mining Rings in my Trek mod, just wish I could get the AI to use it too. Whoa on the Diplo changes, how does that effect a Diplo win? Still easy to get or? I cut it to 0.2, 0.3, 0.4 for this mod and I thought that might be a bit harsh, prolly is for small maps but I play Huge-Imense maps, not sure if ppl actualy play small maps!? :)
I'll remove StarSystemDefs.xml in next release to keep compatibility.
Minor races act funny with custom maps from my experience. Why I turn them off in any custom maps I play, if I fancy a game with Minor's I do a dynamic start. You can, although I have not tried it as of yet, setup start positions in your map, 1 for each Major 1 for each minor, they will be random no way to chaneg that atm, to get even spacings.
Informatic Diplomacy does indeed have all the Cosmetic changes, DiplomacyDefs.xml is just expanded to account for the -20 to +20 realtions, doesnt impact gameplay at all, since I only doubled up the relations in it, its the same as vanilla but taking the new scale into account, same for the changes to GalCiv3AIDefs in the AITweaks folder, I adjusted Trade, Aid, Base and Tribute relations to accomodate the new scale. If I did not do this you would max out realtions at +10 or -10 still,
[quote who="Larsenex" reply="2" id="3641630"] Some of my favorites are the Borg [/quote] Whos Borg do you use? I know mine is a menace, but then I gave the a few "hidden" boosts! Resistance is futile an all that!
1. TBH, the you are Ripe for Conquest is broken, it coincides with the broken calculation's with the Power graphs. Your going to have to get accustomed with it while the devs tinker and re coded it. Neither really shows the true galactic "powers". 2.The early game revolves around the Colony rush, unfortunatly lower difficulties do not do it very well. TBH I believe even the higher difficulties, I have only gone as far as Genius though, cant compete with a competent human. There ar
StarSystemDefs.xml You can leave that out if need be, it only adjusts the random systems to have less dead worlds.
Its not 0.0.9.9, version before, I will update it.
I get CTD when trying to examing custom tech trees from my Star Trek mod. EDIT: Its fine till I get to the FED tree, that cause it to crash, it will then crash there after on any tree if I boot it back up again.
Updated Alpha 0.3c Incoperated Informative Diplomacy mod. Tweaked Planet Trait weights. AI Troop Transport changes. Balance Pass on ship Blueprints. Removed Feature restrictions. Tweaked AI Tech Governors. AI Tweaks.
Updated 1.3 Savegame compatible.
[quote]3. Gigantic Galaxy maps sometimes take up almost 16GB of RAM (my max RAM on my machine.) Is this supposed to happen? Seems like quite a LOT of data to be loaded at one time. The game chugs sometimes on larger maps and I have a 4th Gen i5, 16GB RAM and a 980x Video Card. [/quote] I'd check your system for possible issues, I play Huge - Imense Maps with my 6GB, Core 2 Quad, GT710 G-Card system with no issues what so ever.
xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Schema/Lib/ColorDefs.xsd"> <-- Code inbetween te
Well how the devil did I miss this mod....I made a teraforming mod(no resource req's) a while back an put it up on Nexus cause I did not think there was one around...... even has the same dam name lol. I'm guna have to fix that. Edit Urm doesnt have same name, its Ship leveling mod I used enhanced on, hehe, check before you leap! Plus its 1am here lol time
I do not think it is possible atm. I remember one of the devs saying in a stream not so long ago that its something they want to add as part of the "Workshop" dlc.
[quote who="Larsenex" reply="10" id="3641512"] This is very nice. I will have to fire up a new game after I am done crushing all currently. If you have 50 planets and each one has an embasy on it and you are generating 50 points per turn............................. There is no way to
Updated to 1.1 See Diplomacy Changes.txt for details. Updated to 1.2 Forgot GalCiv3AIDefs.xml - This is in a seperate folder, AI Tweaks, I did it this way so anyone using the AI Tweaks mod still has compatibility, over write the one in AI Tweaks Mod. Changed Trading, Foreign Aid & Demand Tribute modifiers to reflect the -20 to +20 scale.</
Use the Power graph from the galaxy view (Right hand side, change from Mini map to Power).
Updated 29/6/16 12.00pm Blueprint Tweaks. AI Tech Governor Tweaks.
[quote who="Kurt_Blitzer" reply="4" id="3641442"] Fantastic, I always wondered why the smileys sometimes are far away from the real relationship status. [/quote] There is suposed to be a color overlay for the smileis, but it does not work, not sure why exactly, must be some internal code thats not fireing or it may be due to them using colored icons, I am not sure, just know it doesnt work, so I recoloured 8 extra smiles so each has a total of 5, split into gr