[quote who="Maiden666" reply="677" id="3510412"] Bugreport: ECM III gives 2*starbase-defenses while Shields III has none. [/quote] Fixed.
MabusAltarn
New update. THIS IS A TEST VERSION. I went through the change log and noticed a ton of techs were cut down severely in costs. Morale, industry, terraforming. The list went on and on. I restored a lot of techs to their old values but I'll explain each change. Link: https://www.dropbox.com/s/rre1q8917zy5n8q/Community%20Update.zip?dl=0 TechTree.</str
[quote who="Maiden666" reply="670" id="3510371"] Nevertheless, some imrpovements are too cheap. That even causes bugs that can be exploited by players and sometimes even paradoxical high costs... I'm gonna take a look into it. [/quote] Thanks and let me know. I'm okey with structures being build a faster than vanila but not if it's causing trouble. If I recall correctly, you mentioned something about a bug upgrading structures, correct?
Small changes in RaceConfig.XML Yor Lose their influence penalty Socian and military production from 20 to 15. The Yor have good production but I want the Thalan to stand out more. Torians Socianproduction from 20 to 10 Thalans Economics 25 to 0. I'm also thinking about reducing the customization points from 10 down to 7. 10 seems a little much.
[quote who="Maiden666" reply="668" id="3510369"] The idea of OShee was quite well, taking the +diplo & +influence away from their government and then, their starting racial penalties in those 2 fields could be deleted as well. So they would have normal influence during the colonial rush. But then all governmental forms would have to be made untradeable, otherwise Yor can trade them to others and their normal bonus isn't given, and vice versa, Yor could still these bonu
[quote who="DARCA1213" reply="665" id="3510363"] forgot about that, I support returning it back. [/quote] Noted. In other news. I had no luck with the Korx Trade tech it seems super trader does a bit more than I remember. It might be possible but it's a frigging hassle. Feel free to experiment though and let me know if you manage it. [quote who="SilasOfBorg" reply="660" id="3510334"] That would give +20 mil, +20
[quote who="Maiden666" reply="661" id="3510351"] is the same with basically every race. Because everything got buffed to speed up the game. [/quote] Not everything but the structures are cheaper so you get them sooner so you progress faster. Is anyone else of the opinion the game moves to fast?
[quote who="MabusAltarn" reply="662" id="3510356"] I agree. Fertility Clinic is gone as well. [/quote] So... what exactly are you two proposing? Return Aphrodisiac to +50?
@OShee. Nice descriptions (Thanks Silas for correcting them). I'll put them in. Got any more descriptions? [quote who="OShee" reply="658" id="3510305"] Edit2: I can write some descriptions for Drengin, Korath and maybe Thalans, as I don't think voting suits them as well, if you are ok with changing any descriptions at all. [/quote] Absolutely! Go for it! @Maiden. Thanks for the Minor update I'll take a look. [quote
[quote who="SilasOfBorg" reply="655" id="3510299"] What's the fuss over the Thalan SB changes? In unmodded Twilight they don't seem to have particularly powerful early SBs. I'm confused. [/quote] They're not, that comes a little later. It's when you get Hyperion Starbases. It may be an expensive tech to get but once you get it your starbases become indestructable. The Thalans dont research seperate modules, they get all of
[quote who="DARCA1213" reply="651" id="3510257"] Give back the modules to the Thalan as they made then unique and its there lore, and do what OShee said. [/quote] I took away their attack and defense modules not their trade, assist, production, etc, etc. You're still going to get some amazing modules out of Hyperion Starbases, just not one that gives 300 weapon power and 300 defense. [quote who="OShee" reply="652" id="3510262"] AIs go for colo
[quote who="DARCA1213" reply="648" id="3510248"] what! Why? Hell no, stop changing shit man. [/quote] Like what? Preventing starbases from becoming beacons of doom? [quote who="OShee" reply="649" id="3510250"] Yor could use such a tech, or restore their racial bonuses to what they had before. [/quote] They get +100 lotalty. They're not going to get culture flipped anytime soon. Why would they need +influence? [quote who="O
[quote who="SilasOfBorg" reply="645" id="3510224"] I really would like to see these two things fixed. If they can't, we can make do, as you noted in an earlier post, but I think suggesting very simple changes to the code will go over better than "here's a binary patch which can only be applied on this exact level and will get overwritten by future patches". Awesome work either way though, Mabus. [/quote] Thanks. Sta
Another update: https://www.dropbox.com/s/rre1q8917zy5n8q/Community%20Update.zip?dl=0 The Thalans now use regular SB attack and DEF modules to balance them out. Without this change their Starbases become immortal very early in the A new tech was introduced. Basic space construction. It gives the basic starbase mining and production modules and it's part of a civ's histroy.
@Maiden. Resources are a different matter, I was speaking of economic starbases which is where a player will shine in their employment. I am glad you agree with my assesment: starbases are meant to be weak. What are your thoughts on the Thalan modules then. They're not actually stronger than the others they simply get EVERYTHING in one go. Perhaps it would be best to remove their weapon/defense module and let them ride along with the others by using regular modules
[quote who="DARCA1213" reply="639" id="3510201"] Hmmm... [/quote] Could you be a bit more specific?
Another minor update. Homeworld's will now have a cap of 12 billion because I gave them a 50% food bonus instead of more food. This means our current farms will still increase the BASE VALUE of 8 billion exactly the same way as for colonies. Result. Homeworlds with a higher population WITHOUT farms pushing the population to uncontrolable level's. https://www.dropbox.com/s/rre1q8917zy5n8q/Co
Minor update (litteraly). https://www.dropbox.com/s/rre1q8917zy5n8q/Community%20Update.zip?dl=0 Minors now use one of the major's race music for a bit more variety. The Iconians and Krynn have a slightly different color now to make them easier to distinguish.
[quote who="Maiden666" reply="629" id="3510046"] Compensated Minor Races: http://www.xup.to/dl,74956263/RaceConfig.zip/ [/quote] The download doesn't work.
[quote who="MarvinKosh" reply="634" id="3510105"] I think the AI puts weapons on cargo hulls in response to loss of cargo hulls, but that's just speculation. They don't seem to last long, anyway. [/quote] It could also be something AIP7 does and we've simply forgotten because we haven't taken a good look at it in ages.
[quote who="Maiden666" reply="630" id="3510048"] Notice that armed colony ship at the lonely Yor planet? If the specific planet does have a rallypoint already then these kinds of cargo vessels will be treated as military ships, fleeted together + never see their real destination. Does happen to constructors also. Basically degrade the capability of their fleets while costing only maint. [/quote] I wouldn't know anything about that.
[quote who="DARCA1213" reply="631" id="3510073"] hey Mabus I want a copy of that file. really badly.... And great work you deserve a medal, or karma. [/quote] Thanks but I will not be releasing a copy of anything nor share any of the details on how this was done with anyone outside Stardock.
[quote who="MarvinKosh" reply="626" id="3509980"] Sorry dude, those screenies don't show up and still give a 403 error when you click them. Of course, I can just cheat and look in the shared folder... [/quote] *sigh*. Bloody dropbox. Anyway, I got AIP7 to use AIP11's colonization function and it works perfectly. Fun fact, I recall doing that yesterday but for some odd reason it didn't work then. Must have been tired. Oh well. With a little
Small update on AIP7 Colonisation. After fiddeling around a LOT and until LATE. I noticed some very odd effects. Colony ships would get lost and litteraly fly in circles. I spend quite some time trying to figure out why until I tried something very drastic. I copied and applied a large part of AIP11 colonisation routines to AIP7. AIp11 routines are much simples and I'm left with a page long gap that lacks any instruction. And Oh. My. GOD does it work. Here
[quote who="Maiden666" reply="621" id="3509874"] I'm pretty confident that all resources are known to all AI right from turn0 on and they only need the required range + available constructor to send it to it. [/quote] Nope. It needs to pass by them with a scout and their path is completely random. [quote who="Maiden666" reply="621" id="3509874"] Anyway, although I don't see it, I gongratulate you if it can be made to get AIP7 to use a standard colonizati