[quote who="BuckGodot" reply="27" id="3659969"] Might be missing something here, but it looks like the Drengin DO NOT have the prerequisite techs Industrial Mastery 1 or Industrial Mastery 2 to allow them to get the capstone tech Manufacturing Stimulus. It is however in their tech tree. But it is pointing to non-existent (for them) techs. (In the middle of slowly doing the massive conversion of my Generallized Tech Tree mod for 1.9, and if I f
BuckGodot
Might be missing something here, but it looks like the Drengin DO NOT have the prerequisite techs Industrial Mastery 1 or Industrial Mastery 2 to allow them to get the capstone tech Manufacturing Stimulus. It is however in their tech tree. But it is pointing to non-existent (for them) techs. (In the middle of slowly doing the massive conversion of my Generallized Tech Tree mod for 1.9, and if I find any other errors like this, I'll report them)</p
[quote who="DivineWrath" reply="31" id="3658244"] Quoting Publius of NV, reply 29 There's a mod available that allows you to research all specializations. I'll go look for it then. Thanks! [/quote] In case you didn't see it (and not to toot my own horn):
[quote who="Seilore" reply="1" id="3655536"] Love this idea, it's different than anything we've seen yet. Great suggestion. [/quote] Thanks, I'd especially appreciate events that changed the synthetic pop cap a small amount in either direction. Mostly to simulate the choices that give organics more/less food. I'm sure the devs at Stardock can think up all sorts of other things besides that. :)
As an Elite Founder, I've loved all the DLC that have come down the pike. Nearly all of them have added something interesting to the game. However, there is one glaring oversight to many of them: Namely many of the benefits and penalties don't apply to synthetic races. Now I know it can be a pain to make things JUST for those little machines out there, which is why I am suggesting a DLC devoted ENTIRELY to synthetic races . Say:
Embassies WILL give a +1 adjacency bonus to influence, however. I mean, that's not as good as building an consulate which boosts influence and gives adjacency as well. But an embassy is already powerful since it gives a diplo boost. Giving an influence adjacency bonus is just the icing on the cake (and lets it set up as being the center of a embassy ring and whatnot, if one wants to go in that direction).
[quote who="Horemvore" reply="564" id="3647821"] Quoting Gauntlet03, reply 562 Well aside from GRM, I'd say the diplomacy enhancements by Homervore [SP] is the best mod on the block Whoa, thanx for that! Whats [SP] ? [e digicons]:)[/e] [/quote] [sp] = spelling uncertain/wron
This mod is fully compatible with the newly released 1.8.2, as there have been no changes to any tech tree baring a bug fix mentioned in the next sentence. The base game did apply a bug fix to the Thalan Tech Tree, but I had already applied that fix to this mod when I released it for 1.8.1. ;) Also, the base game finally fixed the long standing problem where the Generic Tech Tree was being called the Terran Tech Tree. I applied that in this mod a long time back though, so no nee
[quote who="Horemvore" reply="54" id="3647141"] Movies should not CTD. I have allowed for that in the code. I have however caped the Diplo at 15...by pure stupidness, forgot to add a true to the last entry. Try this .[/quote] That's the change I already made. :) So, yeah, looks to be working. As I said earlier, great mod
[quote who="BuckGodot" reply="52" id="3647120"] Gonna try changing: DiplomacyDisplay_Elated 15 15 ID_DIPLOMACY_MOOD_ELATED ID_DiplomacyL
Gonna try changing: DiplomacyDisplay_Elated 15 15 ID_DIPLOMACY_MOOD_ELATED ID_DiplomacyLovesColor ID_APPROVAL_AL
If it is because the game is looking for an appropiate bk2 file, and I am almost it is as that's the only thing that makes sense, really curious WHY it's happening, since that no bk2 files are directly called in any of your xmls in the mod. A chain thing going on though maybe? An xml is calling on another xml? Curious. Not sure how much help I'm being here, but the happy/neutral/angry pic really is the only thing that makes sense to me when it co
Started a brand new game with the file you linked and sorry to say, still getting the "Missing Mood Display Def" problem and related crashes: [img]http://i.imgur.com/oRmFHDn.png[/img] Almost certain it has something to do with 'unbounded' diplomacy and animated leaders, as I am able to talk to folks with an 'infinite' bonus to diplomacy if they have a static pic, but if they have an animated one, it's CTD. Even get a CTD on the initial meeting.<
[quote who="Horemvore" reply="48" id="3647068"] This should fix it. Extract to ...Informative Diplomacy/Game [/quote] Thanks! :) Too late at night for me to test it with a brand new game (since I know it won't take affect with my current game), so I'll cheat something up tomorrow and see what happens. Thanks again for the quick turnaround,
Getting hard crashes with the Cosmetic version and the diplo screen. :( Looks to be a pretty damn obscure bug triggering around the +17 mark or so as I haven't had much trouble before this. There is a possibly releated bug at the +17 mark which I'll show below: [img]http://i.imgur.com/H5sbr9V.png[/img] There is a missing mood display def that MIGHT have something to do with my troubles. If I try to open the Diplo screen for either the Ico
From what I recall, back in GalCiv 2, when a faction died, their B/P/M (or Good, Neutral, Evil as it was called) would decide what would happen to the ships. Good would have most of the ships go to like minded/alied factions. Neutral would see some go to allies/like minded factions while others go pirate. And Evil would ALL go pirate, regardless. Personally I'd like to see that mechanic come back in some form rather than all ships go pirate when
Yeeeeesss. Time for me to fire up GC2 and check the ultra weird designs I made so I can transfer them over. Presuming I can figure out how I made them. ;)
[quote who="Horemvore" reply="10" id="3645573"] If it making non Neutral players declare war then it is a bug since the code clearly states Neutral Players:- OnHomeworldConquered Global <
[quote who="exelsis" reply="5" id="3645518"] Name your homeworld, the world where you get DOW'd, and the world you control that fails to get the invader DOW'd. [/quote] I believe he is saying if Faction 1 conquers Faction 2's homeworld, no one will DoW Faction 1, but if HE conquers Faction 2's homeworld, everyone will DoW him. That is, Venerable works when it is the player who conquers a homeworld, but not when an AI does it. Th
Ticket sent: #PAA-566-70331
[quote who="mormegil" reply="5" id="3645198"] The Terran ship you "capture" is not a real ship until you go get it. It behaves like an Anomaly, you have to move onto it with your survey ship to pick it up. I have confirmed that it is working internal. If this is what you are doing and it is still not working, please submit a ticket, and a save, so we can track down the issue. [/quote] When I send the survey ship ov
Oh, good, it's not just me. Went back to play that scenario to get my sweet sweet cheevo and ran into the same bug. Thought it might have something to do with upgrading to Win 10, so I was doing a bunch of troubleshooting before reporting it. Also been having CTDs when I try to save a design for a custom ship inside that scenario. I can save a design a custom ship for the Snathi in sandbox mode, though. Very odd. But, yes. I can't get that
[quote who="Publius of NV" reply="31" id="3644843"] Does this mod work for the campaigns? I installed the 1.8.1 update just as I have the previous versions. and started the Haven campaign. But I don't see the modified tech trees. Edit: I started a sandbox game and the modified trees show up there. As I recall some of the campaigns use truncated and/or limited tech trees, so I guess they'd have to be converted separately. Probably not worth it. <
Loving this new DLC. [e digicons]:thumbsup:[/e] The new colonization events are very welcome, as are the new components/improvements. It's making me play a game where I colonize more worlds than normal just so I can try to see them all. ;P Also as I poke around a bit, I think I'll love the next DLC even more. No words from me on it right now though. Want to keep it a surprise, after all. [e digicons]:X[/e] [e digicons]:X[/e] [e digicons]
Yep. Same thing here as well. As a side issue, looking at the code, the player also gets a varying amount of protection to all ships, but the screen doesn't inform the player. The hidden benefits are: B: .2 multiplier to armor of all ships. P: .05 multiplier to armor of all ships. M: Nada (which fits the flavor text) FWIW. the Colonization Event Text itself is spelled correctly. ;p