[quote]Can we mod new hulls? [/quote] Yes, existing hulls can be modded and you can mod in new hulls. Former is pretty easy, latter is a bit more involved. Hull ststs are defined in ShipHullStatDefs.xml [quote]Would it potentially break the game, or is it just that you guys got all hooked up on "controlling" content the workshop way? [/quote] While any modding is potentially game breaking, it is relatively safe and easy. While i agree
a0152570
Does not happen all the time but does most of the time. Take a fleet, put it on guard, stack another ship on, … guard is canceled Shipyard> build, auto ejects, put new ship on guard. Build another ship, when it ejects onto the first (which was still on guard; … again guard is now canceled. Happens each time a new ship comes out WHY BACK (1.1 maybe?) this did not happen, i.e. if you put a fleet or ship
I actually find it more challenging because I cannot explore in all directions and it is harder during the colony rush unless you get lucky. But TBH i do like starting 'non' edge beter
So changing this to FALSE would give priority to a mil starbase upgrade (from an AI perspective)
Several places: MoveCost Tile Enemy Multiplier
Hi gauntlet ** disclaimer, You’re the better modder so I could be FoS but take a look Love your mods. Couple of points/questions: 1) in GSM you have StarbaseModuleDefs, which overrides the core game file (I’m ok with) Did you notice SD changed many Multiplier modifiers to FLAT? I think the latter is better (like you have) 2 Some buffes in original are beter than yours: e.g. TractorBeamModule> TacticalSpeed> Enemy; yours =-0.2,
this bugs me too. i now avoid that pick completely unless i am swimming in $
good job SD, can finally build my mega support ship. Tested and working fine
one more vote for a Red/Black combination. If you give them a survey ship will they use the resources found or do they just go to waste ? Are you thinking armed or unarmed? Since pirates are the ones protecting some anomalies would they fight or join into a fleet?
Most modules are added with MiningHeadquarterModule All military modules are added with ShieldGeneratorModule true </
So i guess the simple answer is no you can not edit but you can reply
Is there a way to edit a submitted ticket? I tried but ended up with multiple copies of my text as if i had done a 'reply" Ticket ID #JPU-166-97659 Also i tried to put in xml code with my explanation and most of it dissappeared a.g was just gone
[quote who="Saladman" reply="16" id="3623133"] waypoints, yes that would do it. :-} [/quote] i vote yes to this
[quote who="pshaw" reply="12" id="3623020"] We are always looking to make improvements to the pathing. Two things -- first the paths are similar in length. That is, if you count the tiles in screens above, the direct path tiles vs. the one where it seems to swing wide are the same. The reason that it choose on path vs. the other has more to do with what obstacles the ship thinks may be blocking the destination. [/quote] For a while this<span style="text-decora
[quote who="Taslios" reply="1" id="3623058"] This has been corrected as of the current build that is in beta testing right now. [/quote] confirmed
[quote who="pshaw" reply="3" id="3623057"] ust a heads up that we found the problem and are working on a fix. [/quote] [e digicons]5*[/e] [e digicons]:D[/e] [e digicons]:beer:[/e] [e digicons]:grin:[/e] [e digicons]:thumbsup:[/e] Hope all my tickets were a help [e digicons];)[/e]
Buck has a mod to do this (but more involved) https://forums.galciv3.com/475516/page/1/#3621318 the quick way is what exelsis said, just FYI for more planets you need to DECREASE (not increase) and for more habital increase the<HabitablePl
[quote who="pshaw" reply="9" id="3623059"] For changes like this, you need to start a new game. IF you are still seeing the problem after starting a new game, please let us know. [/quote] Well here you go, New game Mods off (unlock just to get there quicker) http://content.screencast.com/users/a0152570/folders/Jing/media/63e9bc0c-eab3-46af-88ba-20cbd223ae5f/2016-02-29_1726.png <a href="http://content.screencast.com/users/
Ok to "try" and make up for my dear dummy (wrong) previous responce, i took a quick look at planet trait defs xml ColonizationFocus1 **Aq woeld
[quote who="Taslios" reply="6" id="3623035"] Well i started my game late Friday night so it should be the latest.... didn't realize there was a 1.61 2 [/quote] I got a support email (wrt another issue) saying there was a push to the op in. The 1.61.2 i read by looking at the ver # (properties) of the exe
[quote who="neilkaz" reply="4" id="3623026"] Hmm...when did 1.61.2 come out? [/quote] Friday i think ** EDIT **Man, i don't know where my head and eyes are at but i misread your post. I thought you were playing the torians. I do believe you are correct, AqM not working for other races
Very strange, I have played then several times (most not full games, just swimming around [e digicons];)[/e] ) But i have not seen that problem. I think i recall seeing the -50 on the planet description but when i looked at its rw production it was OK (i.e. no -50). I'll try a new quick start and check it out when i get home. BTW are you ruining the latest opt in -1.61.2?
Thanks Rhonin & joeball. I am a dummy, directory was not sorted correctly when i looked for the file, resorted alphabetically and wala there it was [e digicons]:blush:[/e] Appreciate you taking the time to respond
Did you see the latest stream? Paul agrees with you and a complete rework is coming. He mentioned most of your suggestons
I looked but ... well title says it