@dansiegel30: I suggest double checking your numbers, The communion shrine is better than the stadium, sure. But that's a 3 steps further up the research tree. For a long time your actually giving up morale compared to other races to get the influence adjacency modifier. The truth is that yes Altairan's morale building main benefits ARE influenced based compared to everyone else, not approval. I mean it doesn't help that approval is utterly irrelevant, getti
KarlBar99
The Gaia Vortex is certainly nice and powerful though i'd say that it's no worse than a number of other player wonders. If the wiki is right the Iridium store is much nastier since you can have one per colony and it provides a global boost.
Also the have better adjacency benefits than basic factories/e.t.c. so you can use that if you get one of those monster colony layouts that lets you do that. About the only time i use them. In fact i barely use any resources TBH, the stuff they work for is either too weak or something that would have to be fairly umbigious in your build to be really worth it, and you just can't get enough of the resources for the most part for that.
Just ran a s[readsheet, with a top level factory and max adjacency benefits difference it runs to even till 54 pop. With basic factory you need 160 for a basic factory. However even with a basic factory the bonus drops below 20% by 20 pop, and below 10% at just after 30 pop, And that's assuming a base multipler to raw of 1000% with hive, so for basic factory';s it gets better even faster in reality. Like i said mainly a very early game thing, (first 50 turns or
Yes it's raw, but a soon as one factory's % times your pop exceeds the amount it gives it becomes much less impressive, and that point comes quickly. @Adamb: thats a completely fair point such as it is, but i don't generally see it as completely broken in that respect on it's own. It's nice, even powerful, but i don;t feel, (given the lower adjacency bonuses and no food bonus), it's any worse than the Iconians. And i don't think anyone
Honestly i don't get the problems with the Thalan tech tree above and beyond the part where anything that lets you fit more modules is broken in general right now.. Which isn't really an issue with the Thalan tech tree so much as a general meta problem. Sure the extra terraforming step is wonderful for flexibility and the hives are nice. But they don't come close to totally breaking things 4 production even early game is out done by a basic factory come 16 pop, and by later games
Why don't we all sit down and help the devs a little by talking about our perceived flaws with the tech trees? I'm pretty new and still getting a handle on things but i'll have a go at the Altarian's. The first issue as noted is their unique building. It appears it's designed to let them build mixed research and manufacturing setups. But it just doesn't compete because at the e
Also have a save with this issue if the devs want it...
[quote] Added 2 new difficulty levels: Easy and Incredible (much like my wife) [/quote] I'm a single male and i still think this absolutely adorable. [quote] New cinematic camera system for watching battles, the Michael Bay edition (in that every time a ship explodes I imagine that Michael Bay is on it) [/quote] Hahahaha +1. Looking forward to this overall.
Can some mod delete this, not been here in a while and put this int he wrong section. Supposed to be in Legendary heroes.
Would i be correct in assuming this is the upgrade code for shields? [code] MaximizeSum UnitStat_Defense_Pierce Defense 1 [/code] Been upgrading the City Milita units but
Indeed it is, cheers. I'd give you more Karma but i think i have to give someone else some first :(. Gonna be dropping a question in my own thread btw.
Which files? Sorry should have added that before. I'm only after specific bits, (sorry).
Okay another question. I know some mods have fixes for ports that mean you just have to have some part of the city bordering a river instead of the center, does your mod include something like that, (the list is so dammed long !!!)? And if it does, does it include an equivalent for lumber camps?
Thanks, didn't realize there was a Golem Fix in there too, spawned right next door to those a few times and they always caused issues. :)
Ok question, according to the big list in the sticky your mod pack includes a wildlands wandering boss fix, what files do i need to separate out to get just that fix?
Just to make sure i'm still clear, InternalName refers to the individual xml entries, within the file, not the file name? So if i wanted to edit any parameter within an item entry in the file CoreItems.xml i'd need to copy everything contained within that items tags at the top and bottom of it's entry? Also i know you've said a CoreAbilityEntry tag can't be edited, does that mean i can't add extra Tags to the entry thoug
Cheers, so effectively the only way to make multiple weaknesses select-able is to move them to negative cost traits instead of weaknesses. Also thanks for the link but let me make sure i understand this right because he's using a lot of unfamiliar terminology: GameItemType: I can only edit an entry here if i copy the whole entry, but if i copy the whole file it break monster loot drops. ImprovementType and AbilityBonus a
Ok, not a lot of info stickied that i can see about modding. Looking for a specific mod and a couple of modding questions. Mod: Specifically i'm looking for a mod that will let me select multiple weaknesses for a custom sovereign, rather than the normal limit of 1. That or a simple tutoriol on how to do it myself. Modding: Will probably have a few others later on for now 2 however,: 1. but from loo
[quote] There's a difference between txt and .txt files. Entity files have two forms, bin, which is unreadable, and txt, which is readable, but they are still .entity files. If your files have a .txt extension, the game will not read them when you mod them. [/quote] Sorry to be clear, the drag and drop .bat's i'd been using previously, (i.e. while in searched for the mass converter, which as i said where too slow), the bin to txt converter will co
[quote] Isn't that what your old one did? Your files should always stay as .entity files. [/quote] Probably, it's been over a year so i only remember bits and pieces, mostly the nuts and bolts of the files themselves. It was just that if someone finds this after finding the drag and drop .bat version they'll be used to conversion changing them to .txt files ;).
Cheers, your a star *Hugs* Note for anyone else reading this, the above will convert the contents of the file, but they'll still be listed as.entity files ;).
[quote] ...and this is mainly why it's better to know the underlying program and syntax than to blindly "use a bat file" for data conversion. Anyway, the .bat file uses the program ConvertData_Rebellion.exe (or older ConvertData executables), which is located in your SoaSE base directory. It is a command line application, meaning if you run it manually, you must run it from command prompt. It's main syntax is ConvertData_Rebellion.exe <output
Been a while since i modded SoaSE and unfortunately my mass converter.bat files have gotten lost somewhere, can't find them at all. Could someone just remind me what the code for that was bat files that convert everything in their current folder? Also on that note, if a mod sees this, the modding tutorial thread needs an update/cull as it's all links which are all broken by the users site being shut down.
Every time i try to run the rebellion vershion it just crashes out on me. Log file here: [code] Text FileArchive missing Label. File: C:\Users\Carl\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.80\SGI 1.80\Window\SteamMainMenuScreen.window Label: soundtrackDLC1Button Line Number:64 Line Contents:dlcBack "" Text FileArchive missing Label. File: C:\Users\Carl\Documents\My Games\Ironclad