BuckGodot

BuckGodot

Joined Member # 3891072
13 Posts 220 Replies 4,128 Reputation

[quote who="Horemvore" reply="28" id="3642829"]That's the Grudge modifier, I still don't know what triggers that.[/quote] From checking the xmls, there are at least a couple of triggers. One of which I am 90% certain is declaring war with a faction that one is currently trading resources with. I suppose the idea being, you are paying for 50 turns of resource usage but then turn around stab the trading partner in the back when one felt like it. I don't t

84 Replies 292,324 Views

The bit about being "Close" aside, one of the things to remember about the Altarians is that they're pretty damn militaristic. Their AI personality has "Military" as the third priority with "Fortification" and "Expansion" being fourth and fifth. Ironically, "Diplomacy" is next to last at eighth. Combine that with the "Xenophobic" character trait and I can see them being twitchy if something sets them off. What set them off this time? Who knows. Could b

8 Replies 25,629 Views

I am virtualy certain it has to do with trading a resource to a faction within 50 turns. If you trade, say, Durantium, to a faction you can't trade it again until that first deal is up. I am also almost as certain that this is an exploit nerf so folks with tons of resources don't drain other factions of stuff every 8 turns.

3 Replies 7,102 Views

[quote who="ForesterSOF" reply="2" id="3641379"] 1 sounds like a MOD could do that. Research a tech that opens all choice techs so they can be researched.[/quote] Eh, maybe. Just thinking about how to do it though makes me break out in hives. [e digicons]8C[/e] The main problem, as far as I know, is how the base game treats any tech that is tagged as a Specialization. As it currently stands, again as far as I know, a tech is a specialization or it isn&#

7 Replies 9,796 Views

[quote who="Horemvore" reply="17" id="3641659"] 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?[/quote] There are OTHER victory settings besides Conquest? [e digicons]o_O[/e] News to me! :p [quote]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, prol

84 Replies 292,324 Views

Ah, I see! Thanks. :) [quote who="Horemvore" reply="15" id="3641634"]Out of curiosity what changes have you made to Diplomacy? Are they worth sharing? Maybe combine this and that? [e digicons]:grin:[/e] [/quote] Just a couple of little tweaks for my home games. Because I've set it up so I can build ALL starbase rings on my starbases (Yes, I know I know - but it cuts down starbase spam like nothing els

84 Replies 292,324 Views

This looks really really great. [e digicons]:thumbsup:[/e] 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 Diplom

84 Replies 292,324 Views

[quote who="bratrstvoNODKane" reply="35" id="3641249"] Is the newest version of mod compatible with game version 1.8 and all DLCs ? [/quote] Fully compatable with everything that is currently out by SD! [e digicons]:thumbsup:[/e] [quote who="krbjms" reply="36" id="3641290"] Just a suggestion, might want to post this mod on Nexus. I had not seen it and would have liked to use it before. Thanks [/quote] I've thought about it, but just haven

79 Replies 462,752 Views

Paul said in the Anniversary stream that there are no plans for a mobile version of the game, even stripped down to tiny/small maps, since they feel that there is no way that they could make money in the market as it currently stands. Whether or not they ever change their minds and/or Brad has a different outlook only time will tell. But at the moment it doesn't look like it.

17 Replies 39,845 Views

[quote who="Larsenex" reply="4" id="3639737"]Aggressor class and the Antagonist class survey vessels. All armed, armored and well its Enterprise on a seek n destroy mission.. [/quote] From the DVD commentary of a certain TV series: "The USS Defiant : On a five year mission to kick ass !"

16 Replies 22,447 Views

[quote who="androshalforc" reply="2" id="3639561"] Im pretty sure this has always been the case the ship actually spawns on the shipyard tile then moves 1 tile. I think the default direction is northeast [/quote] Nope, this is new behavior as of 1.8. Before you would get a "free" movement point when a ship was constructed and launched from a shipyard. Either in default direction or via a Rally Point right next to a shipyard in the preferred direction. Wha

5 Replies 16,780 Views

In the new Rise of the Terrans campaign released today, the brand new Star System Information window is NOT displaying the resources in a system: [img]http://i.imgur.com/ROzRz5b.png[/img] [img]http://i.imgur.com/lMbcm4C.png[/img] I thought for a moment that it might be due to the new Binary Star System thing at play in this Campaign, but as the first screenshot shows, it's happening in regular star systems as well. I haven't submitted a ticket or save f

1 Replies 7,275 Views

[quote who="Horemvore" reply="20" id="3639324"] Quoting BuckGodot, reply 19 Twas for testing purposes only, I assure you. Ofc ofc [e digicons]:)[/e] [/quote] Hahaha! Actually, it was. :) When I just did that insane (well, excessive ;)) 100+ colony test, I fo

21 Replies 24,690 Views

I can confirm that this is indeed GONE as of the 1.8 opt-in! [e digicons]:rofl:[/e] [e digicons]:rofl:[/e] [e digicons]:rofl:[/e] (there's a new bug about things not showing up right away on the planet info screen, but that's of much much much less concern) So thanks for fixing this, Stardock!!! [e digicons]:thumbsup:[/e]

11 Replies 56,213 Views

While doing some brute force testing on this (cheating up 100 colony ships and sending them out into the night), I did notice one very odd thing. The planetary event that can add a tile to a planet (Swamped) will NOT add that tile to a planet until either the initial planetary info screen is closed or something is done to the planet (a building ordered or a project started). Then that tile will suddenly pop up on the screen. This makes me think there is some sort of buffer

4 Replies 9,964 Views