lyssailcor

lyssailcor

Joined Member # 926429
19 Posts 324 Replies 966 Reputation

[quote who="Publius of NV" reply="1" id="3698025"] So are you looking to have three separate branches, one for each of the specializations? If you get rid of the specializations and split them into three distinct branches, you might be able to use preclusions to prevent you from researching two of the three once you chosen one. [/quote] Yes, that's what I want to achive. I will just have to try it, I think. Doing something like this, changing that:

3 Replies 6,613 Views

Is it possible to base a tech on the choice of a specialization tech (those with the "stars" where you have to choose one of three), so that by choosing one you may shut out an entire tech branch?

3 Replies 6,613 Views

Spies on buildings are supposed to shut that building down until removed by sacrificing one of your own spies. I seldom had enemy spies on my planets, but when I had they worked. If you have own spies available then you can click on a building with an enemy spy and should get the option to remove them. Otherwise "unoccupied" spies (that are not placed on planets or are set to spy on enemy factions) should work as counter spies, supposedly reducing the chance that enemies steal

1 Replies 16,155 Views

Is there a possibility to create a prerequisite (e. g. for building an improvement) that depends on another improvement being already built? I find a line in the PrerequisiteDefs.xsd, but can't find an example of its usage anywhere.

3 Replies 6,824 Views

[quote who="VladelMC" reply="132" id="3696785"] I just came back to the game recently for one last run and it doesn't work. Most of the time it crashes when you save or won't even load a game. I'm gonna reinstall but i think if things don't improve then i am definately finished which is a shame because at 822 hours it's the most ive ever played a game through steam. Ok edited to add, it's still just as bad. Takes 2 mins to load and then it got stuck on autosave and this is onl

139 Replies 616,518 Views

[quote quoting="post"] So, I haven't played all that much, but the last game, I noticed that whenever I went to put a mining base near a strategic resource, the AI had already claimed it, and it was being sent quite far away to their mining base, even though mine was closer, and it was within my borders. Now, in my new game, I put down my first mining base, and it is 4 or 5 hexes away from a resource, and it is not being mined. How can you tell how far away your station

3 Replies 19,702 Views

Workaround: activate console commands and use the "turn" command ( look here ). Don't know whether there will be other consequences from this bug that may sour further playing, but it may be worth a try.

2 Replies 16,747 Views

[quote who="Franky999" reply="10" id="3696119"] That's a great news!. My mod "Pop rebalance" already implement all of theses ideas and a lot more. My latest addition is really interesting: i have added upgradable Capitals and a new garrisons building that cost 3 legions and add 3 garrisons to the planet. It's a way to force the AI to build garrisons. I find that except for it's capital, the AI don't put enough garrison on it's planet! [/quote] But I saw

15 Replies 67,704 Views

I think you are speaking of influence. Influence (that is also generated by Culture starbases) can be used or has effects in several ways: - Asteroid mines can only be mined when in your influenced area. - You can flip enemy planets to your empire when your influence on them is bigger than that of the original owner. For that you must have very influential own planets nearby or build a couple of culture starbases. - You get notified if foreign ships enter your influenc

2 Replies 20,173 Views