Thecw

Thecw

Joined Member # 4823684
9 Posts 206 Replies 3,544 Reputation

[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

60 Replies 127,376 Views

[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.

71 Replies 232,309 Views

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

3 Replies 7,532 Views

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

1 Replies 5,722 Views

[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

2 Replies 9,659 Views

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

9 Replies 6,559 Views

[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

71 Replies 232,309 Views

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

11 Replies 40,950 Views

[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

71 Replies 232,309 Views

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."

15 Replies 62,600 Views

[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

15 Replies 62,600 Views

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

5 Replies 19,317 Views

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

11 Replies 40,950 Views

[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

4 Replies 18,200 Views

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

4 Replies 32,329 Views

[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.

6 Replies 6,704 Views