I just checked, and I am absolutely referring to the correct blueprint and the correct design. But is it going to work if that design is in the documents folder, rather than the game directory itself? EDIT: it finally logged an error in the debugger! PlayerID 0 missing EscortFighterDesign. Removing Escort fighters.
exelsis
Fleet scope doesn't work for traits/abilities though, I can't find out if it works in a timely manner. EDIT: I just realized that fighters are now listed on a fleet, because escort fighters are being listed. They just don't show up in combat.
Alright, the fighter was already made exactly how you laid it out, so that shouldn't be an issue. The pre-effect escort fighters looks likt it might be the problem, though. I'm currently using the paranoid ability to get it working, I just dumped EscortFightersCap Global <br
I'm trying to make a 4th fighter type, using the unused escortfighterscap stat, but it is not working. I'm using a custom shipstyle that has refer to a unique ship definition, which has a design and image. That ship also refers to the blueprint for the escort fighter that I also created. Am I missing something there? Does itself not really work? Has anyone got this to work before?
As of 1.7.1, it's still broken.
[quote who="Goresh" reply="3" id="3636871"] How do I repair faster at shipyard/starbase? There doesn't seem to be a selection for it and just parking them there seems to make no difference. [/quote] Anything docked in either gets a strategic repair bonus. For starbases it's somewhere around x7 multiplier on the base rate, which again isn't much because the normal repair rate is incredibly slow for anything larger than small ships.
Total research should appear in the research screen, bottom left i believe.
Yes, strategic repair makes no sense. It's a small flat amount that doesn't scale with either ship class or health. But you CAN repair ships much faster at a shipyard or starbase. It's still awful at high tech levels, but still much faster.
Probably keep it normal for now, but add a bunch more AI as others have said. You might also want to increase the map size, both to get more AI and to ensure the map has actual dark spots in it to hide surprises.
It's a random event. One option gives a large trade bonus but a small research penalty.
To my knowledge, there is no way to get around the fact that improvements will provide those resources before being completed. You could make an improvement N per planet by creating N identical copies, then change the internal names to be different. That will clutter the improvement screen a lot - but you might be able to use a prereq tag to make each successive improvement require the previous one on the planet, like starbase modules or techs, not sure which if either would work. To
Are you sure it's bugged? I've been using that exact 50% discount in my modded games, it works on my ships. Does it specifically not benefit the AI?
We're not close. All those chatbots basically come down to extremely complicated ways to regurgitate pre-existing sentences as gramatically correct and on-topic as possible. Even if suddenly that works, what's the AI supposed to do with that? You can't ask it to help in defeating a mutual enemy, it's just a chatbot. You can't negotiate a region of neutral space, it's just a chatbot. It is not worth the smallest effort to go about accomplishing this, even if it wasn'
If things like death rays are floating around wars themselves are usually decided already.
Re-enabling scaling with high DPI under the compatability tab seems to have fixed it.
The bug persists as of 1.6.1, but something changed. Still never ignores any amount of defenses, but any amount of the appropriate ignore stat forces attacks to deal 50% of the total attack as damage to defense, rather than randomly up to 50%, like a bad shield leech etc type augment. Values 1.0 and over are still completely ignoring the associated defense.
Make a new hull, have it have an existing hull TYPE but unique name. Are you saying that doesn't work? Edit: well it works in that it completely replaces the existing hulls of that type. Not particularly useful.
mapsetupdefs.xml under Abundant block, increase the and values.
I think your best best is shiphullstatdefs.xml. You can reduce the base range of ships and the base maint cost. It'll work VERY well to reduce range, as many range increases scale primarily off of hull base, but won't change maint a lot because components make up most costs. But you could add a +% maint cost to each hull that would make up the difference.
How did you create credits with a ship? Just a highly negative maint cost?
I got it readable with large UI and lowering the resolution to far below my native, but now it feels like playing on a phone with how large a lot of the UI components are. This is it moderately borked. http://i.imgur.com/IvNUBii.jpg
Large UI just makes the text larger, it still looks terrible. It's just easier to read due to feeling like a 6 inch screen touching my nose.
With the 1.6 update, almost all text has become nearly unreadable. It looks like a resolution mismatch sort of thing, but none of the options have changed on my end. Increasing the UI size makes it more readable but worse on the eyes, the garbled text merely gets larger. Any idea how I can fix this? I can't play reading scrapcode.
I must be missing something, because using cheat engine or any trainers sounds like the most annoying and dumbest thing to do with this game. It HAS cheats if you want them.
It is possible, but slightly annoying. Define your planets (as in planetdefs) and star (as in stardefs) in new files in a mod folder. You'll need to use vanilla art assets in unless you define your own, which is moderately useless because custom heightmaps aren't working yet. Then you have to overwrite starsystemdefs from your mod folder, and define your star system within the block. If done properly, the system will show up in the list w