The Rusty Gamer

The Rusty Gamer

Joined Member # 664570
4 Posts 16 Replies 11,030 Reputation

Please allow the option to have NO STARTING SHIPS at the beginning of a game. Also, currently range is extended automatically when you colonise a new planet, depending on the location of the new planet of course. Could we have it that the range is only extended on a newly conlonised planet AFTER we build a star port on it please?

382 Replies 109,567 Views

Are the Kyrn not supposed to have Stellar Cartography? I see it's in their XML tech tree but they don't get it when I play them and I can't see it on the tech tree in the game anywhere.

40 Replies 71,738 Views

A mutation virus infects the whole galaxy turning every race into another race (with its inherent advantages and limitations. So you may be playing one race and suddenly you become another race. Or a matter-antimatter attack which, again, affects the entire universe. Every race that was evil is suddenly good and every race that was good is suddenly evil.Maybe every race you were at war with you are suddenly in alliance with and every race you were in alliance with you are sudde

228 Replies 167,474 Views

Best way is to create a mod with the tech tree changed. You should easily be able to do a global editor change of the tech costs with one find/replace command to add a "0" (multiplying the cost by 10). If that is TOO slow, then you can set the game to the faster tech rates.

3 Replies 3,430 Views

The previous post on spying gives me an idea. We should have to manually "hunt" for any spies ourselves. A bit like a detective game, when we look at our planets there may be clues that a spy is in operation - if, for instance, that planet is not functioning at full capacity. If we use spies for counter-esponiage, we might get tips from them like "I think you should check out planet X - something isn't right" and so on. The more spies for counteresponiage on a specific planet, the more clues we

437 Replies 247,488 Views

When creating a mod, I want to be able to define negative effects in buildings (these are currently ignored when you try to define them). For instance, I want to include a negative effect in factories with "pollution", by causing a decrease in population growth rate on that planet for every one built. Defining negative attributes in the race configuration file would be good too. I would like to see these changes in both DA and DL.

437 Replies 247,488 Views

Click on Tools at the top of the first post and then you can edit the first post. I think you also need to hit "Advanced Mode" or "ADvanced Edit" to be able to actually edit the title. And if you click on the options tab, you can make your thread appear in the thread list on the home page.

26 Replies 19,592 Views

Has anyone found out how to customize tech tree colors and/or add new ones? I know the defined colors appear to do with the ID label and/or the category but I have yet to find where these colors are set or if they can be changed. Does someone have an answer for this?

0 Replies 2,505 Views

I'm trying to create a mod which changes one or more abilities at the beginning of the game. I tried to do this by giving a free automatic tech with the abilities set inside it by making the cost as 0. This certainly does give the tech but doesn't alter any abilities. This bug is in both Dread Lords and Dark Avatar You can make it work by going into race configs and giving each race the tech specifically but this is a pain, and I shouldn't have to do it. And the rwce c

0 Replies 1,572 Views

Wow! I've now successfully nobbled the range in the early stages of the game in a way that is enjoyable to play. Check out the links in the previous post.

34 Replies 23,663 Views

1.6 Ok, I'm really happy with what I've just done here. I've finally got the range to work the way I want to. Removed the -3 for logistics from 1.4 version of mod. It is now the standard starting value. Set initial range to -100 instead of -250 Reset the increased ranges in the tech tree to better suit this purpose (took most them out). It's not a pain to research range now. The difference is instantly noticeable for scouts (see later). Increas

12 Replies 11,165 Views

A good idea. I had kinda thought of something like this but the idea is to take it to the next level, the chance to add random elements such as variations on the cost and abilities and 50/50 chance of having one prereq or another. So each time the XML is generated, it could be different!

26 Replies 19,592 Views

Some good ideas there. a) make a huge maintenance cost per colony; something that would really make you think twice about : "Do i want a 4th colony or i should wait until the ones i have start producing some income ?" This can be done, since there is a different building for the initial colony and the colonies that come afterwards b) colony modules should't cary more than 50 (not 500) colonists. this should force you into transporting population into more tha

12 Replies 11,165 Views

1.5 Removed the Range branch of the tech tree I'd created and scattered range increases around the rest of the tree. I am thinking of revamping this whole mod with a different approach. It may only be for DA though, and not DL.

12 Replies 11,165 Views

LEt us know if you make any more changes. I'll be interested. My own beef with the game is "too much, too soon" which is why I've been working on a Slow Start Mod. I'm keen to create a mod which is an amalgamation of both of ours if that's all right with you.

9 Replies 6,009 Views

Ok, having played this for a while, these are some thoughts. The threshold before increased range begins to have an effect depends on the size of the universe. On Gigantic, there is an immediate effect whereas, on Small (or it might have been Medium) it doesn't start having an effect until range gets to about -80. Remember, the range begins at -250 so this is an increase of 170 in range before things start to happen. While I don't think this is a bad thing for smaller universes, because

12 Replies 11,165 Views

Here's an easy way to curtail starting range and avoid early colony rush. After some experimentation with figures yesterday, I found the easiest way was to set Range Ability to -250 (beyond -270 appears to make no difference). Then you can smatter range increases (or decreases!) throughout the tech tree however you want. For my Slow Start mod, I set the -250 under the Hyperdrive tech, because everyone gets that at the beginning. Then I set up 30 Range techs (Range I - Range XXX

11 Replies 6,167 Views

Um...actually, I just glaced at another post somewhere which implies I could be wrong, it may be hardcoded! But I'm pretty sure I saw custom points set there.

5 Replies 2,842 Views

Another thing you can do is set research ability really low (say -100) in Hyperdrive tech (which everyone gets). I haven't tested this idea yet but it should work.

3 Replies 2,484 Views

I like the idea behind your tech tree, as I've said in another thread of yours, and in fact learnt from looking at it things I could do that I didn't know about. An idea you might like to consider for your tech tree is to stagger the range. To slow down colony rush, apart from increasing the costs of colony ships, is to curtail range initially. After some experimentation with figures yesterday, I found the easiest way was to set Range Ability to -250 (beyond -270 appears to mak

9 Replies 6,009 Views