[quote who="wpkelley41" reply="3" id="3558047"] Also, what is an "internal name?" [/quote] The name of the tech in the xml file. For example: the internal name for the tech "Xeno Industrialization" for the terrans is TerranXenoIndustrializationTech as can be seen in the TerranTechDefs.xml file.
Thecw
00zim00 You are right, i just checked, my mistake ( felgercarp , now everybody thinks i am a complete novice at this game[e digicons]:S[/e] ). Should have checked instead of answering from memory.
[quote who="00zim00" reply="6" id="3558010"] I'm not sure how your able to check that they have traded with others or not [/quote] In the diplomatic overview you can see (by clicking on their planet) with whom they are trading (the yellow lines). Let say, you are playing the Terrans, you click in the diplomatic overview on the Drengin planet and you see that they are trading with the Alterians. So now trade with the Drengin and you can see that they want the Uni
Read the posts in Malevolent Ideology (Relentless) Bug reply 6 and further for explanation. The short is the culling project is currently disabled.
[quote who="mrtrevorcooper" reply="3" id="3557135"] When will that YouTube replay be available? [/quote] Because of technical problem, the replay will probably not be posted on youtube. But here is the twitch replay link: http://www.twitch.tv/stardock/v/5510396
[quote who="erischild" reply="9" id="3557255"] If we are giving out handicaps, shouldn't we give the Beginner no FOW? [/quote] No. Having no FOW is actually a bonus. A tile has three states (for every player/AI): Unexplored - You (or the AI) have never seen this tile and don't know what is currently there; Explored, but under FOW - You have seen the tile in the past, but it is currently outside sensor range of anything. Known stationa
[quote who="EleventhStar" reply="5" id="3557068"] @thecw How important do you consider the sensor ship and the initial pragmatic perk to be? [/quote] Very important. The sensor ship allows to to see where to go. Being able to go - via the shortest route - to the best planets gets you planets that otherwise the AI will take. And three (almost) free colonizers in the first few turns of the game gives you a massive head start.
joeball123 Your solution is incomplete. If you want to use the Borg fighters, you will also need to alter , , , tags and add those fighters also to the entry list in the FactionShipStyleSetDefs.xml for the
The Iridium are missing the CulturalInfluence tech therefor the InformationHubModule never activates. Quick fix: Attach the module to the MarketingTech. To do so, make to following change for the InformationHubModule in the StarbaseModuleDefs.xml. Replace CulturalInfluence ThePathTech </Techs>
tdthread, maybe your windows font cache (\windows\system32\ Fntcache.dat) is corrupt.
[quote who="analysismike" reply="24" id="3557012"] Has anyone thought about making the SKs Lieutenants a little malleable? For example, SK can choose to buff lieutenants as one of his punishments for you. I could see this breaking up the pattern of every game requiring the same stack of doom (mostly high init). What if one had a buff to decrease attacking units attack strength by their initiative? Or what if a Lieutenant could get sweep, but took double damage fro
EleventhStar I played sub-optimal, but here are my attempt stats: 14 Colonies 7 star bases and 4 shipyards 14 Technologies 5 ships (1 survey, 2 scouts, 1 sensor ship, 1 constructor) Faction power 58 First i designed a sensor ship, a fast no range colonizer and a no range constructor.
Lars, Beginner Normal Gifted
Not really patents, but related to it: Dead patent revival - All patents held by all bought-out companies are returned to the open market, and can be researched (possibly against reduced costs) again by anyone. Possibly this 'Patent' can be researched multiple times. Patent Trolling - Dead patents held by companies owned by the (Patent Trolling) patent holder can not be revived. Possibly multiple companies can research this. Patent Dispute - Try to steal a pate
Cubit32, [quote who="Cubit32" reply="9" id="3556083"] Spherical Construction: All buildings have +25% production (due to having more space to produce in) [/quote] +1 However 25% might be a bit OP, since this would be equivalent to the first level (improved) for all resources in the Engineering Lab: 260 (13 x 20) chemi
Brad, a thing for me that increase the replayabitity of a game are missions (quests) that are either chained and/or have a mobile target. For example to complete a quest you must go somewhere to obtain an item, however when you arrive there you get another quest that you must complete before you get the needed item, and the resolution of that quest might even require yet another quest. At any step in the chain you will have option to decide what to do, like a quest decision tr
Claim relocation - Allows you to disclaim tiles, and thereby increasing your claims count. Useful for when a resource has been nuked into oblivion, or when you want to reorganize your layout to increase adjacency bonuses. Deep mining drilling - Gives you access to a building that increase the resource level. Building must be built at a resource tile, then it must work for a given time, when finished the building is removed (possibly this also takes time). After this you have a empty t
All the traits in the CultureTraitDefs.xml that have the TargetOrdinalConstraint property give the effect on one-too-many colonies. It appears to be the common one-off-bug. The probable cause is that the effect counter is compared to be equal-or-less ( Also see: Malevolent Ideology (Relentless) Bug post.<
It is the insidious one-off-bug. All the traits that have the TargetOrdinalConstraint property give the effect on the wrong number (one too many) colonies. The probable cause is that the effect counter is compared to be equal-or-less ( The programming (source) fix is probably to change just one character. Just made a separate support post about it, so SD migh
Moogle65535 The three planetary projects (Culling, Sanctuary, and Summit) are disabled. The --> at the end of the entry indicates a xml comment. <a id="ctl00_ctl00__Content__Content__RepeaterReplies_ctl05__LinkUser" class="hand" title="Click us
1) The AI shipsclasses are supposed to be hidden from the player, but apparently some do not have the AIOnly tag. For example the Frigates: TerranFrigate is a player ship class so it should not have the tag (and it doesn't); TerranFrigateL has true ; TerranFrigateP no true , but should have.
1) They designate different variations of the same design, the difference are the usage of augmentations. E.g. FrigateLBlueprint uses KineticAugment1 which gives RapidReload. 2) I assume you mean the ship list in the shipyard. The order is the Auto design order: obsolete designs are removed from the list and newer versions are added on the bottom. So the order is influenced by the order in which you research techs. 3) Assuming you mean a copy of the
Dumhed, once you have finalized your ship designs you could use the shortshipnames command, which will create design files without the GUID. This allows you to update the ship designs without having to change the xml files. Note however that with the shortshipnames active, while it is supposed to work, when you edit a design and save it with the
[quote who="ScottTykoski" reply="4" id="3552483"] Ich schulde dir alles ein Pint Ale Echt delicious ! [/quote] Ein [e digicons]:beer:[/e] fur der Scott.
Level 30 Super planet. Not just super because of its size, but also because of its bonuses and its layout. I was able to terraform it upto a PQ39. According to Brad there is no upper limit, only the physical limit of the number of tiles on a planet. The max Planet Quality is generated by an inverse exponential function. Therefor the higher the class the less likely it will be generated. However maximum number usable tiles is also limited by the