MabusAltarn

MabusAltarn

Joined Member # 2490498
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[quote who="SilasOfBorg" reply="734" id="3510794"] 66 turns in. I am seeing a lot more initial fighters with actual weapons. Only the Drath have build 0-attack "defenders", which served well enough to protect their worlds from transports if nothing else; but in the last couple turns they started popping out some 0-0-3 fighters so it was only a very short window. All the other civs I've bumped into are just fine. The Korx did well in

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Thanks everyone for your time, input and effort. I agree with Silas, it's time to play, have fun and apply some spit and polish here and there. As to the version. Here's a file with a proper name and version. Community Update V5 - Beta 1. This the SAME version as the previous one, just with a better name. Marvin, can you update the link in the original post. Thanks. Link: <a href="https://www.dropbox.com/s/dafc9oj2us82u9u/Community%20Update%20V5%20-%20Beta

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Hey everyone. I spend the evening polishing research and doing some all round testing. I also finished my work on the Drath which in hind sight wasn't that much work. Here's the link: https://www.dropbox.com/s/rre1q8917zy5n8q/Community%20Update.zip?dl=0 Here's the Damage: RaceConfig.XML TechTree.XML XenoMysticism: -Requires None to Temples*

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@Silas. I wouldn't worry to much about those descriptions. They rarely pop-up. And I think the Slave Senate would always vote for war, wouldn't they? Those Drengin descriptions are going into the next release. Love 'em. Thanks for the spell check. Guys (gals?) I could use some feedback on the following items to finalize some desicions. I'll make it easy. Just quote the questions below and reply with a numbered list

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[quote who="SilasOfBorg" reply="721" id="3510620"] Stay, but bring back a moderate Hyperion attack. Hear me out: IMHO we need to fall somewhere between the vanilla Thalan (which, recall, is "only" 24/24/24 def) and Guanathor's god-tier modules. [/quote] A modest Hyperion Attack module but no defense. Hmm that could work. [quote who="OShee" reply="724" id="3510632"] I was thinking about describing their society as matriarcha

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I didn't play GC1 much either but I do love game lore :) As to the Iconians. All I know is that their current form of government is a dictatorship but not in the way we think of it. The reason they're behind in commerce is because the idea of selling, owning or making profit is alien to them. They litteraly have no economy on New Iconia. They have everything they need so why want more? As to the Thalans. Fun fact. In Dark Avatar (and maybe Dread

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@OShea. Love the descriptions and I think they convey a good reason why the Drengin would get better in diplomacy. Nice job! As to the Drath. Well I had a lot more planned than I put in. In my first draft I removed all their eco tech except Xeno Economics and I had three war profit techs instead. That really didn't work but I'm not unhappy how they turned out. [quote who="OShee" reply="719" id="3510616"] The humans in their government, the T

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I'm done with the first draft of the Drath. Link : https://www.dropbox.com/s/z9bfosvfquahju0/Community%20Update%20-%20Drath%20Redone.zip?dl=0 This is merely an experiment. If you folks don't like it I'll roll back to the previous version. Changes include: Alignment set to 45 from 75. Removed: Xeno Mystesism and it

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[quote who="Maiden666" reply="715" id="3510588"] I don't know if this would goof up the diplomacy part of the game which is responsible for the civs declaring war on one another. [/quote] I doubt it. Custom races also declare was on each other. [quote who="Maiden666" reply="715" id="3510588"] There are inter-ethical diplo-penalties installed whose function is to create resentment even if alot of mind-aliked civs have been created at a random map. For

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[quote who="SilasOfBorg" reply="708" id="3510561"] As for the rest of the changes... I need a coffee. They sound good on paper, especially the Eyes being a straight +bonus instead of a % one. [/quote] I'll see about that then. Anyone else have an opinion on a redone Drath? I have a few ideas in mind and frankly, I can't wait to get started.

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[quote who="Xtil" reply="710" id="3510566"] 1. Is there a post somewhere that tells me a basic description of the mod? I know its suppose to re-balance and fix bugs but thats it. Does it add any extra content like events or anomalies? 2. Are there any other mods that don't conflict with this mod that are a good addition to supplement the community update? Maybe graphics mods or mods that add more events or anomalies? 3. Im trying to

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[quote who="SilasOfBorg" reply="708" id="3510561"] I like. Their SA cannot in any way, shape or form be considered "good": Species A: "Hi Species B, you're pretty cool." Species B: "Right back at you, Species A! Let's trade and have cultural exchanges!" Species A: "DIE Species B! Your days are numbered!" Species B: "Take that you alien filth!" [/quote] Thanks :)</p

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I want to share a pet peeve of mine. It concerns the Drath. /beginrant Let's take a look at this civ. Their history is clear. They evolved on Altaria but because the Dark Mirthrillar (sp) Draginol crashlanded on Altaria a new species evolved right out of the blue. The Altarians outbred and out fought the Drath and nearly drove them to extinction as a Dread Lord fueled war nearly tore the planet apart. The Drath were ultimately saved by the Arnor and given a

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[quote who="Maiden666" reply="702" id="3510529"] Quoting DARCA1213, reply 683 And how do I get the scenarios to work, I thought they were fixed? hmm I have no trouble with them. on battle of the gods soil enh/habitat/terraf aren't given but that's all I could notice by having a short look [/quote] I think he means the campaign.

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[quote who="Maiden666" reply="703" id="3510533"] Bugfix for PoliticalParties.xml: http://www.xup.to/dl,17297009/PoliticalParties.xml/ The penalty for Mercantile was still -50 espionage I've also removed the -2 sensors penalty from Technologists. At -1 sensors the game becomes unplayable. [/quote] Is that the right file? It's identical to mine. 5 <b

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[quote who="Maiden666" reply="699" id="3510519"] Let's see: Base sensory range of Cargo Hulls is +3 You get +1 from Starscanner1 Technologists have +2 Distribution points give +3 Makes a total of +9 Eyes increased this by 50% = 9+4,5=13. That is, one has still to use 2 sensors to be at cap. (or the Survey mod or Sensor Array) Let's make another comparison which probably reflects more normal games, that i

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[quote who="DARCA1213" reply="697" id="3510512"] Can we increase the sensor bonus to the eyes of the universe back to normal? Gaunathor cut it in half, because he didn't like it. Its a galactic achievement and a very strategic one to have, granted there can only be one. But it would definitely bring back some of the fun and flavour to Gaunathors "efficient" game when it should be fun and immersive. [/quote] He did? Hmm probably because sensors are capped at hmmm 16 pc or

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Morning release: https://www.dropbox.com/s/rre1q8917zy5n8q/Community%20Update.zip?dl=0 ManufacturingVortex: -cost 500 to 1750 DistributedEnergyMatrix: -changed Cost from 5000 to 2000 to 5000 to 3750 Tides of Cleaning -fixed cost set to 3000 (not 300) Planetary Invasion -Requirement from Space Militarization to Space Weapons Planeta

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[quote who="Maiden666" reply="693" id="3510501"] But we shouldn't break the compability with the campaigns, so any changes made would require similar changes to that as well. [/quote] I can fix those campains VERY quickly if I have to. Also, you don't really run into trouble by moving a tech, you do when you rename it though. [quote who="Maiden666" reply="694" id="3510502"] BTW what's up with Military Starbases? I see the AI building them, but withou

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[quote who="DARCA1213" reply="683" id="3510431"] News flash: the Altarians don't research their tech tree anymore. I play in teams and I have there tech tree with my custom race so I know, please but the values back. They were barely doing it at 20 much less 5. Weird. I tested the Altarians this evening and they seemed fine. What values are you taking about? You mean Way of the Arnor? I think you are but please, be a bit more specific in the future. [/quote][quote who

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Okey... that worked really well actually. I just gave the Yor a -100 penalty to espionage. No matter what they did they couldn't spend a dime on training spies. This would work on the Korx, or any civ for that matter. Of course it's going to look pretty strange every civ has a -25% pentalty to espionage but we could definately get away with it. The Krynn could be the exception to the rule to this and get a (very) small bonus to espionage instead and leave it as an Ability for

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[quote who="Maiden666" reply="676" id="3510404"] Instead once he got money his bunkering it into espionage. Crazy, it's his #1 expenses stat and generally makes 30% of his global expenses. It's worth mentioning that his trade-income does influence the money he can invest into espionage just like taxes do. Sometimes it does totally eat up his entire trade income. That's more of a mechanic I'd expect from the Krynn.... [/quote] I'm trying to think of a way

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[quote who="Maiden666" reply="676" id="3510404"] So the Purchase Now Reduction will help here, as does an early Trade income. [/quote] They'll get that from their techs as well as 10% from their political part now. We could buff the Korx trade bonus by putting it on their Trade Techs but I would make them untradable as a result. Actually, I'm not opposed to making the Korx Trade techs untradable it seems silly of them to trade away their SA advantage. I

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