maybe in IV if we get lucky.
Charch
early game, the supply depot is probably better because of the limited amount of morale boosting buildings without tech. it does impact supply goods because the more Manufacturing you have the more you produce extra goods. Like anything extra after building something goes into stored goods, or anything not enough takes from it. If you need the morale then it should out perform a factory, until later game. Typically early tho it helps to build it next to your colony capitals.
any changes to how colony capitals spawn? or civilization? right now if you get one in a bad spot, it can have a pretty negative impact, if you get one in a good spot makes the game a lot easier. I really don't see any cases where the best action for the player or ai isn't to ring a capital with all construction boosting buildings to increase colony production so it makes little sense it doesn't spawn with the most a
I have no plans for any mods myself. to be honest i usually just take the awesome work other people published and make it work how i want if i can. I might publish something to do with admin centres and starports + space elevators changing those, or making versions for races that don't have them. I really wanted to include some stuff with Colony Capitals here, but if I make them delete able so they can be moved the ai deletes them, and doesn't build it. I don't know how to fix this and my pos
I am really hoping ship components and things related (like mercs, and commander ships) get looked at to. I totally forgot about carriers. Reading the post, this has me pretty excited. Tbh the new game sounds like it is gonna be far beyond my hardware specs so I really am not that interested in it. You mention production (ProductionPoints) here, any plans to address in game descriptions all over the place that mention it, but change something else? (Manufacturing, MaxManufacturi
people try when they can. i never saw your post before, and don't know anything helpful here tho. i have a few posts myself with no replies so if it is recent and i can help i will. if i ran into it and know a solution that can help other players sure i will share. but an old topic with nothing but my random guesses? no. someone left and before they did they spent a lot of their own time trying to help. some still do
unless it is early game and i am exploring sensors and engines are lot more useful than range. a few transport designs, and their escort ships sure.
even worse can be life support tech since then every single auto ship will take that resource. i never take that tech because of it, and you don't need that (really any) support anyways late game, unless your playing sparse and don't want to include starbases to extend range.
Stardock - Support - Product Key Retrieval
If they aren't supporting an old cd key that would be a drastic shift from my personal experiences. Whatever other issues with stardock i might have or flaws in their games they have a pretty proven history of supporting old games and things that were properly registered with them. If you didn't you might be sol, but they might be able to check your cd key code manually. If no one else has claimed it, I could see them trying to help. if you registered an e-mail and can't access your account t
i want combat to be minimally time consuming, and work well. be clearly explained and consistent. watching pretty battles and building cool ships optional. combat is not my meat or potatoes here. it is the condiments or bacon bits. not related but you can toggle repeat project on aid economy and ignore that planet for the rest of the game quite easily.
like i said, the only thing i can think of that makes any sense involves a lot of rushing
that is why i asked about turn number. but if your talking 60 production a turn and 5000, that is a lot of turns. 83+, but you'd also have to of been spending production so it would be less than 60 going into storage. i mean repeat aid economy (or maybe strip mine) costs 50, i don't know of anything cheaper, so 10 points overflow? that becomes 500 turns. it is worth looking into and getting better answers about anyways. if you start factoring production cost of what else is on that pl
stored goods go up every time you build something and have leftover production. it goes down every time it would take more than you make in one turn. i could see a bug like this getting caused by the AI using money to rush stuff every turn and not using the normal construction method. if the numbers were lower, maybe building a ton of cheap buildings to build it up would make sense. I do this myself building space elevators and factories, then after i get a bunch of stored goods spendin
if you fix this bug, but ignore the issue i brought up about productivity and other descriptions which are the same issue and bug, i would start posting about that a lot.
checking UnitPromtionsDefs.xml i found OnUnitGenerated AwardSpecificResource 5 LegionsAvailable </PerformActio
in crusade game folder file UnitLeaderDefs.xml lead me to tag MilitaryLeader . UnitLeaderStatDefs.xml had ResistanceBonus ResistanceBonus <TargetTyp
feature 2: i copied my spelling from what you posted and your reply uses different spelling. *edit* no i didn't replying and trying to quote causes me to have black boxes and white text instead of what i normally get. so i typed it out, and made my own typo. sorry if i caused any confusion. from what i can see looking at the file you listed, garrison is a term used and related to taking a legion from your resource pool and placing it on a planet, and what your trying to do might not b
Early on, the game had given me those error reports, mostly from typos and nonexistent values. So then I made corrections to the xml, prior to posting it here. After that the game no longer detected any error in the final xml, though, sadly, the issues still persist. this is good actually. it means no wrong tags and incorrect variab
feature 5: as you describe i don't think it is doable. I have some ideas about using whole numbers, or making timed events. it all boils down to basically either looking at the general citizen ability and starting from that, or trying to find an existing event that spawns a legion and getting it to repeat on a timer. it might let you generate partial amounts of legions if it treats it the same as any other resource in that regard, so I could be wrong about it being doable. i have no idea how
feature 3: at glance you might of meant to use multiplier instead of flat. nothing stands out as wrong. and when compared to a similar ability it has all the same stuff. otherwise i don't know about hardcaps or technical limits.
feature 2: possible issue: Garrission turns up no results when i search game abilitiesdef. this means 100% it is either a typo or may not be a proper value here second potential issue: you seem to be missing tag, when i compare it to a random OnStartTurn without this, nothing should actually happen most of the time. KnowledgeableAbility</Int
i am looking into and reading this. it will take me a bit. you were very through and that will help tremdously. only thing i did not see that could help is usually when you try to load a mod it spits out an error message with a whole bunch of details. if it is the only mod your loading that limits errors to only one file issue and helps us start going case by case faster.
Yea, you get a baseline to start from. Big help to modders too. And you don't scare anyone away like paradox does
I like the concept of starbases defending very nearby planets. Working a bit like ships do in preventing an attack, but happens for all planets under x tiles away. tieing it to a module or an optional toggle (even better is usually both) is good. should be easy enough to implement check if has nearby starbase = true. can be invaded = false. this already works very well with with ships related to modules, can we please be able to delete stuff on a starbase up to and including the