[quote who="Gauntlet03" reply="17" id="3564448"] Another possibility, is that as the empire grows, it begins to service individual colonies less and less well, and the bureaucracy causes discontent. [/quote] Ah, "The bureaucracy is expanding to meet the needs of the expanding bureaucracy." (by Oscar Wilde) and of course "The only thing that saves us from the bureaucracy is its inefficiency." (by Eugene McCarthy) And my personal ones: "Bureaucracy is v
Thecw
[quote who="TurielD" reply="52" id="3564432"] I think so, I've seen someone mention something about it (maybe even in this thread?) but I couldn't find the right syntax for it.. so I kinda just don't know how [/quote] Duh? [e digicons]o_O[/e] You even gave me karma for it (reply #9 in this thread) I believe the syntax in my reply is correct.
The are not even processed by the xml engine. This is done because the xml entries references no longer existing traits. You could 'fix' it by replacing: TerrorTrait with MotivationTrait5 AffinityTrait with AffinityTrait5 MediatorTrait with NegotiatorTrait5 and in the ProjectSummit entry replace the Influence effect with </spa
The key character depends on the keyboard layout. see my reply (#26) in Console Commands .
There are a number of ship designs that are not supposed to be buildable by the player, however if you have got a compatible hull size you can upgrade to them. The Drone interceptor can't be build in the shipyard, but a scout can be upgrade to it. The blueprint for the drone interceptor (DroneFighterBlueprint) has the CanBeBuilt tag set to false, which does prevent the ship from being build, but it does not prevent it from being upgrade to it. <img style="vertical-ali
The race abilities are shown when you select a race at game creation, but when the diplomatic civilization report is shown the race abilities are absent. The race selection screen at game startup. Notice the Paranoid and Unwavering abilities. The diplomatic civilization report.
Star bases also provide modules that bonuses to the morale. And they generate a lot of it and a single star base can cover multiple planets, and they stack with each other.
[quote]Black Market: alot of the new BM items add fun variety to the game. However, it also creates some un-fun situations where the BM dictates the endgame, such as when there is no protection (too risky offworlds) or there is no sabotage (no way to impede offworlds). Overall I like the new options. Scientific gets wrecked by magentic storm and Pirates. Expansive/Scav wins easy when theres no way to slow them down, or destroy the offworlds when it gets to end game. If theres no
XwerewolfX, you are using the wrong tactics. Offer him the choice between a threat, a treat, or a thread. With the last two i can help you. I probably have some leftover candy lying around and a loose piece of sewing wire is available as well. If you have to resort to the first option then you are on your own. Or you can go for the carrot and stick strategy. A piece of advise: Depending on his choice, the carrot you give to him, the stick you use on him. Do not make
I thought your metaverse name was your steam name (not your steam account name). But i could be wrong.
[quote who="Seilore" reply="24" id="3563975"] Once this was pointed out I like the idea of having the fighters match the tech level of the carrier when it was built/upgraded not what it is currently. Therefore not always the best of the best. [/quote] While i like this, i see a massive problem with it: The fighters are generated on-the-fly based on their blue prints. The actual components (number and type) and bonuses depend on the state of the tech tree. This wou
Yea, and rejoice for it works. [e digicons]\o/[/e]
Seilore, I think Paul may have said something along the lines of it in a dev feed. But I have observed this: In the turn notification list (right most tab, in the list panel on the right hand side of the main screen) you have an entry (when applicable) that states "There are x foreign ships in your territory without open borders permission". This notification is defined in the UIText.xml as the string for the ALERT_ForeignInZOC tag. Occasionally i see AI ships (of AI i do
[quote]First off each carrier has x small ships based on the number of modules correct? These small ships should count toward the logistics cap in the fleet. Maybe not at full value but, they should count [/quote] This is doable. You can add a logistics stat to a ship component (for example the DroneCarrierModule). Logistics Ship
Maybe your accountant is corrupt and is stealing from you? [e digicons]:D[/e]
I know, but a module is the closest that we can come and still be true to the description text. " By establishing a tariff stations on our starbases we have been able to increase our cut of trade route profits."
[quote who="rspiccaver" reply="12" id="3563722"] Quoting Deathwynd, reply 10 From what I have learned in my own modding this fix will work because something targeted at "AreaEffect" will alter the values that all AOE applies. Every race has a similar tech and I cannot fathom why it would be set to effect Research. I think what you may not be realizing is AreaEffect is a code object just like starbases ships and colonies, it is generated only
Long, long ago it did some testing and no matter what you do, the AI can pick which fleet to attack. Build order of the ships, nor creation order of the fleet, nor arrival order in the tile seem to make any difference. I mentioned this in a dev stream and Paul said "Don't worry about this, the battle dialogs are just place holders. We're going to overhaul the combat interface when the battle viewer comes in, and in the future this should not happen.". And that was either durin
The actual bonus according to the xml and the description does not seem to match. Looking at the xml you should get a single interceptor fighter per fleet. The interceptor fighter is defined for the standard races as a drone fighter, which means you must have both a beam weapon ('Weapons Systems') and a sub light engine ('Interstellar Travel') researched for them to show up - rather low techs, so this should not be a problem. Furthermore the Zone Of Control is
[quote who="dansiegel30" reply="1" id="3563419"] Of course, the Hyperion Shrinker reduces logistics only by -1. So for a large ship, thats only a 12.5% reduction [/quote] The Hyperion Shrinker increases your mass cap by 10% and another 5% per adjacency level, which with good positioning can yield easily a total mass cap increase of 65%. See the <a id="ctl00_ctl00__Content__Content__RepeaterGroupedPosts_ctl01__PostTitle" title="Miniaturization - how does it work in
Very old exploit, see Game allows forced overpopulation In the current version the income and negative treasure effects have changed compared to the early beta, but you can still overpopulate colonies. And with the population-production back to a linear relation you are no longer punished on your production. I
I am not talking about the menus, but about the UI that is shown when you actually start the map. It does not matter what kind of map, or display settings, as long as i am playing with less than 7 AI then the game shows the in-game UI. In the previous version it did work properly. I even tried the DX9 or the OpenGL modes, and those did not matter for the behaviour of the showing of the in-game UI. Map settings 6 AI. <img style="vertical
Reloading the game save did not help. But after restarting the game and then reloading the game save the problem disappeared. Ticket can be closed (also replied this via email)
[quote who="a0152570" reply="4" id="3563006"] I know i have seen cloud w and heal. does someone know the whole list? [/quote] According to the xml: Cloud Walk Courage Harvest Mountain Harvest Forest Heal Reduce Doomsday Restore Land Summon Ship "Place Road" is not an universal spell even while i would like it to be one.
When starting a game with a custom souvereign the intro quest still do not fire for me. Using the default souvereigns the intro quest does show up. Ticker already submitted: #AFQ-167-96723