You have to edit the xml files. Under GC2Ships.xml the starbase is coded to pull information from LargeHull0 in the GC2Types.xml and that is where the hitpoints come from. just create a new entry in the GC2Types and then point the Starbase to that hull. GC2Types.xml {Hull Name="StarbaseHull0"} {DisplayName}StarbaseHull{/DisplayName} {Description}Platform for Starbase Operations.{/Description} {Cost}110{/Cost} {Size}55{/Size}
blynch10
Since someone else seems to have seen this too, I'll post what the ai is doing. Yor - Intelligent - 6 Planets Total Planet Social Action-Decomission(Upgrading.. Weeks Empty Tiles Embor IV 38 ADV Market 6 0 Iconia 17 ADV Market 22 0 Tiberius IV 12 Xeno Lab 15 2 Gladstone III 38 Fatory 2
Just noticed something strange with the ai planet improvments. Checking planets controlled by the Torians and Yor they have Decommision (Upgrading xxxx) and a build time in the weeks. I went through a number of turns while watching a planet and when it reached 0 the improvment disappeared and then they started building something else on the tile. I went through their planets and most of them were like this. The time seems to start at 50 weeks for decommision. When I do the same thin
Thanks for the reply and clarification on the actual percentages. Wher does those 10/20/30 show up when they take effect? The civilization summary screen that lists all of the abilities and bonuses does not change when I switch governments. I'm proably just missing it.
I noticed that on wiki it says that the text for the acutal goverments when you are choosing is wrong on what they do. It is suppose to be only economic bonuses but the english.str file shows: [GovBonuses0] Economic Bonus: 0%\nIndustrial Bonus: 0%\nResearch Bonus: 0% [GovBonuses1] Economic Bonus: 25%\nIndustrial Bonus: 25%\nResearch Bonus: 25% [GovBonuses2] Economic Bonus: 50%\nIndustrial Bonus: 50%\nResearch Bonus: 50% [GovBonuses3] Economic Bonus: 75%\nIndustrial Bonus: 75%\nRe
Large ships take 6 logistics and Huge take 8. The description is wrong and has been for a while.
Any hope of the CustomizationPoints field in the raceconfig.xml being enabled? I need to change the starting points for the races but there is no effect when I change it in the xml file. I was working on the abilitybonuses.xml and ended up changing the point value to values of 10 since it worked better when having 6 levels to choose from for the ability. Example would be that origianly an ability would have 10%,20%,30% with a cost of 1,2,3. If I can change the starting points I can do 10
The mind control has a 100% ability bonus but not ability type field in the xml. This means that it defaults the 100% to the first ability type 0, which is economics. If you want to change it, go to the xml file, add the field for ability type and set it to one that you want. Not sure if setting this to type 9 (influence) would make it closer to what it was suppose to be or not.
I'm sure there are very good reasons for the cap limits but being able to change some of the values that are hardcoded at the moment would be nice. Even if we wanted to be able to lower them even farther or raise them at our own risk. Things like the hardcoded starting ability points would be nice. I found it much easier to make 6 levels of ability bonuses by using cost at power of 10 since I couldn't use decimals but I can't change the ability points from 10. Just having the a
Any chance on getting the ability point field in the raceconfig.xml to actually affect the races starting points in 1.3? I just went through adding 6 levels of choices for most of the abilities. I ended up setting the point cost to a factor of 10 since the game doesn't understand decimal values but now find out after searching that you can't change the starting ability points from 10.
Minaturization does work as it was intended. The sizemod works against the current hull capacity of your ship. So the more room you make the larger the value that is added to the componet. I'd rather see it based off of the hulls base size since you are making more room in the ship, not making the ship bigger with the mini techs. Just because the amount of space availble in a ship goes up doesn't mean I would have to add more armor to cover the ship, which is what the size mod current
The reason the mind control does 100% economy is because the ability amount is set to 100 but there is no abilty type entry. So the game defaults to ability type 0 which is economy. If you add an ability type field then it would effect whatever number you assign it. Enter 9 and you add 100% to your influence, etc.
It would be a godsend if it was changed to the hulls base size. Would make my modding attempts so much easier. I dislike the current setup so much that I've disabled the entire tech branch for minaturization and bonuses.
I use XML Marker http://symbolclick.com/ . It works great in that it gives me a list of all the entries, checks for missing syntax, and also a table view of all the entries in the file. Plus it's open source.
Question about the F_AbilityFactor for Planet Improvments. There are 5 imporvments that have this as a field( Eye of the Universe - (.2),Propaganda Machine - (.5),Artificial Slave Center - (.5),Galactic Bazaar - (.5),Omega Defense System - (1.0). Only 2 of them (Eye of the Universe - (14 - Sensors) and Omega Defense System - (12-Hitpoints)) have a value in the ability type field. Just one (Eyes of the Universe - 10) has a value in the ability amount field.
From what I can tell from the XML files is that the Mind Control has a Ability amount of 100 but there is no ability type field. The game defaults to the first ability type 0 which is economics. You can add the ability type field and set it to what type you want it to effect. I would think it would be influence (type 9) not economics.
I had this happen too. One of the AI races stacked all of it's fleets next a planet of mine(It was way beyond anyone else in military). Every so often it would go to war with another race and an it's fleets would fly off to wreak havoc then come back and wait. Unfortunatly one of my allies asked for me to honor my alliance and declare war on this race. Needless to say since I was playing trade/research type game it was over pretty quickly on my part.
Is there a way to limit what componets you can add to a design based on hull size? Example would be only allowing Blackhole weapons on huge hulls or Disruptors only on Large/Huge Hulls. I was hoping for something simple in the xml files like a field for componets called "minimum hull size" or something similar where you could enter in "Medium" and only medium or larger hulls could add on the part. Thanks!
NM. Found it.
i've had this too. After a while the entire minimap is colored blue since the quadrangle leaves ghost images. Restarted and it was fine but seem to come back after awhile. Haven't had a chance to start a new game yet to see if it happens again.
I just checked and there was a resolution passed for constructors base speed. A minimum speed of two was what passed. Can you rejoin the UP if you quit? Thanks for the responses, at least I know why it happened now.
I periodicaly upgrade my constructors with more/faster engines. Version 2 of the constructor had a 4 speed. Version 3 had a 9 speed. Next version had a 19 speed. I upgraded all of my my version 2 and version 3s to version 4. When upgrading finished I sent my constructors off to quick build a starbase. That's when I noticed that they were only moving 4 spaces. I check them all and see that they now have 4/4 or 5/5 for movement. I then produce version 4 on some planets and see that after I
That's actually kind of funny. I thought it was a glitch and went through and selected a check box under each of the ones showing up without points then removed the check. It removed the bonus and I started with only the abilities from the 10 points I was givin. I didn't realize I was actually handicapping the race I chose by doing this. I guess that is another way to make the game harder for yourself.
I was given a ship from another player and set it on auto explore. Unfortunatly, as soon as I do that, the path it decided on taking was through a third player's starbase. When it asks if I wish to declare war and attack the base I select the "no" option. Selecting "no" does not stop the auto explore path that was set, so I am prompted over and over if I would like to declare war,forcing me to click "yes" to get out of the loop. This is with 1.1 final patch.