BuckGodot

BuckGodot

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

I think there's a missing true in that xml for Aquatic Worlds. At least comparing the Ultimate Adaptability section with the Mastery section for Aquatic Worlds. Currently the relevant section of the xml (found in PlanetTraitDefs.xml) is: ColonizationFocus1 <Optio

36 Replies 164,610 Views

I just did a test and it looks like I'm getting it (under "Missing Info +X"). Did you start a fresh game under 1.6.1? Many/some bug fixes don't show up unless one starts a fresh game. EDIT::: Fired up a new game, opened up the console, cheated myself up all techs and ideologies, cheated up a bunch of transports and went to town. VERDICT: Yep. It's working right now: [img]http://i.imgur.com/f5b8GrT.png[/img] (though that "Miss

2 Replies 16,422 Views

[quote who="stevezar" reply="32" id="3622377"]And so what do you think about sensor boats with massive radius (dwarfing sensor range on starbases)?[/quote] I'm actually fairly ambivalent about them and have no strong opinion one way or the other. There's a reason I haven't been taking about them much in all these threads. I [b]WILL[/b] say that so-called sensor boats (which I tend not to build myself) stops me from "sensor spam" as seen here: [img]http://i.

57 Replies 302,886 Views

Looking good after playing it for a while! [e digicons]:thumbsup:[/e] My one issue (since I am one of the last people to ever comment on balance issues) is that the "LOCKED" message for some mercs can be hard to see. Here is an example of what I am talking about: [img]http://i.imgur.com/hnqXSbf.png[/img] There are others where I can barely see any letters at all. Not sure what, if anything, you can do about it. But I thot I should flag it f

23 Replies 46,090 Views

[quote who="Ex Mudder" reply="7" id="3622316"] Did you change Mercenary prices? they seem a lot higher now, in the 3k range for #4 for T1 [/quote] The "Merc inflation rate" was raised by 5, so I'd say so. 1.6: 0.10 1.6.1 0.5 There are caps to them (a single

36 Replies 164,610 Views

[quote who="stevezar" reply="29" id="3622321"]Exactly...thats the choice you make with an insane map. Its going to look and feel big and its going to take a long, long time! [/quote] There's a difference between "epic" and "tedium", for one. For two, I [b]like[/b] the long time it takes me to explore and find things on an Insane Map. I like the fact that they are going to take a long to do fully exploit. I like the fact that a proper game takes months to comp

57 Replies 302,886 Views

It's pretty hard to get rid of individual Mega Events short of removing them entirely. But it should be possible to make it [b]REALLY[/b] hard to get by modding the file TheArtifact_MegaEventDefs.xml (which is in the Mega Events folder in the DLC folder). In that file there is a turn prerequisite. Change it from 120 to something obscene and never reachable like 10000 or something like that and then save that file with the [b]EXACT[/b] same file name in the Game directo

4 Replies 8,908 Views

[quote who="stevezar" reply="22" id="3622173"]But at least now I see who has muscled in this idea...people who start insane sized maps and then lack the patience to actually play on those scales, and want it to resolve as quickly as a tiny map. I dunno, if you want the game to be over in 40 turns, play a small map maybe?[/quote] You might find your points falling on more sympathetic ears if you didn't try to belittle those with differing viewpoints. Just sayin'. :)

57 Replies 302,886 Views

[quote who="Taslios" reply="20" id="3622156"] I find that on the larger map settings if I cannot stack at least Engines.. I grow bored very quickly...[/quote] QFT. I shudder to think about traveling on an Insane Map with engines that had "diminishing returns".

57 Replies 302,886 Views

[quote who="takanis1" reply="3" id="3622140"] But what about those that appear to be all land and will only accept BIOSPHERE improvement? [/quote] What one sees on the screen doesn't necessarily line up with the actual math that the computer is looking at. That's pretty much the only thing I gots here. ;)

4 Replies 7,194 Views

[quote who="a0152570" reply="1" id="3622084"] I thought thata the way it is, or at least was, will need to check the xml [/quote] SingularityPowerPlant SingularityPowerPlant_Name SingularityPowerPlant_ShortDec SingularityPowerPlant_Dec

3 Replies 15,198 Views

No, it's not a bug (unfortunately). PSU requires a certain percentage of the tile to be on land, and not all planets (especially ones that are already very high quality) will have a tile that qualifies. Actually, [b]ALL[/b] terraforming tile projects require a set amount of land, it's just that PSU is the highest of them and therefore sometimes one can't upgrade a tile with it.

4 Replies 7,194 Views

[quote who="Gauntlet03" reply="5" id="3621927"]6) don't know how, but ban this race from colony modules. They can only rule over subjects captured by invasion or culture. [/quote] This one's semi-easy, IMO. Give them a custom name for their first tech in the Colonization branch and [b]DON'T[/b] update ShipComponentDefs.xml in the mod. This way, they never get the tech that unlocks the Colony Module. And perhaps make the colony ship that is re

8 Replies 8,405 Views

The one bad thing about the Acreans, indeed perhaps the [b]ONLY[/b] bad thing about them, is that -1.5 to morale at the beginning. Puts a bit of a crimp in the 100% approval bonuses strategy for the early game. But if one can luck into some Harmony Crystals and/or trade for them, then it's lights out. Thinking about it, and doing testing on an Insane map seems to bear this out, that approval penalty hurts more on larger maps due to the time it takes to research techs s

9 Replies 26,480 Views

This is something I've seen off and on ever since pirates were introduced to the game. Ocassionly, and randomly, a Ship Graveyard will [b]NOT[/b] be defended by pirates. I was never sure if this was Working as Intended or not, so I never sent in a ticket on the issue. Also, because it was so random that it didn't always survive a restart/reload it made it difficult to show the bug in action. <span style="tex

2 Replies 8,923 Views

Started a fresh game with all mods turned off. Played off and on during the weekend and hit the exact same all Precursor World or nothing-at-all colonization event bug as described in this thread after my 35th colony. Just finished sending a ticket describing the problem in detail along with a save file to SD. Ticket number: XZT-516-74197

19 Replies 21,355 Views

Yes, the devs changed what the Patriotic ability did when they got rid of the LEP. Internally it's still called Patriotic but in the Text files it is renamed to Coercive, which is then displayed in the game. From the AbilityText.xml file in the Data/English/Text directory: PatrioticAbility_Name Coercive Hope this hel

3 Replies 5,710 Views