Bard of Prey

Bard of Prey

Joined Member # 675073
0 Posts 0 Replies 27 Reputation

[quote]Hmm...maybe the anomalies are already explored, but they're not being taken off the map, so saving and re-loading fixes the problem. That was a problem for awhile in AP, but I thought that I had fixed it. Maybe now just the AI does it, or something like that. It's not a game that was started in 1.13, was it?[/quote] I just had the same problem, in a game that was started in 1.19. The odd thing is, the anomalies were there the first time, and when I manually explored them, I

97 Replies 3,613 Views

[quote]Do you also know the "direction" of the value? Do smaller or larger values increase such likelihood? Are the values 0 or -1 valid, and do they have any special significance?[/quote] Larger values make the tech seem more valuable. I don't think there are any '0' entries... I believe those are simulated by leaving the line out entirely. I wouldn't expect much, if anything, from '-1'... if there were some special meaning, it would be used for something by the defaults. On

4 Replies 1,699 Views

[quote]Um, where exactly do you mean? Logistics is Ability28, which is in English.str.[/quote] Sorry, I should have been more specific. Ablility28 shows up in English.str just fine, my question was about the fact that there is, as of yet, no Description28 entry. Also, and I don't know if it's related or not, through testing I've noticed that Logistics bonuses don't show up in the Stats tab of the Domestic Policy Screen, even though they are listed everywhere else (even in the

97 Replies 3,613 Views

[quote]Hey, BoP, can't stop just with modding MOO III, eh? I seem to be having a deja vu attack. [/quote] LOL... might as well try modding a game worth playing... oops, did I type that out loud? ;)

3 Replies 1,594 Views

[quote]Is it hardcoded that each player "must" start with one colonizer and one explorer ? I'm rewriting the tech tree to simulate the early space exploration - and colony ships come MUCH later so I dont want anyone to have any of those before they research the proper tech. [/quote] As far as I can tell, it is. About the best you could do here is to turn that starting colony ship into something else. If you were to create a copy of the Scout ship say, put it in a new .SHIP f

3 Replies 1,594 Views

[quote]Menu: takes forever to come up when using starTrekMod installed in mods dir[/quote] I had a similar problem with some of my own mods (plus the game would crash whenever I tried to save). In my case, it turned out that one of them had a description string that was too long. Shortening that seems to have fixed the problem. I don't recall having the problem in 1.13, so perhaps new limits have been added to some of those fields? [Message Edited - fixed quote - a p

97 Replies 3,613 Views

Nice list... I can't wait to try it out. :) I particularly like the fact that you can no longer trade for techs if you don't meet the alignment req's. I was wondering though, does this apply to techs gained through espionage and conquest as well?

39 Replies 1,774 Views