mortili

mortili

Joined Member # 5341627
0 Posts 124 Replies 1,396 Reputation

[quote who="Larsenex" reply="21" id="3663681"] In response to Noric who wants unlimited amounts of constructors. The game was getting 'too messy' and there needed to be a cap on things a player can do. Putting a soft cap on the number of star-bases a player or ai can build will go a long way to help minimize star base spam. One of the biggest complaints was the micro management associated with the game and star base micro in particular. By limiting how many a player can build now

93 Replies 595,324 Views

[quote who="lyssailcor" reply="2" id="3663570"] Ah, I see, thanks a lot [e digicons]:)[/e] Edit: hm, when I modify a DLC xml, how do I incorporate that in my own mod? Does it suffice to copy the modified file to the \Game directory? [/quote] Yes

4 Replies 5,758 Views

IconianTechDefs.xml: IconianPrecursorTraditions PrecursorTraditions IconianPrecursorTraditions_Name Iconian_Tree IconianPrecursorTraditions_ShortDec IconianPrecursorTraditions_Dec <br

0 Replies 5,860 Views

It will be stored for later use, also you will get it back if the ship/improvement that used it gets destroyed. When the Mining-Starbase gets destroyed you lose the Durantium, but ships/improvements which use it dont get destroyed.

3 Replies 17,512 Views

[quote who="lyssailcor" reply="3" id="3662836"] One thing to note that I experienced while testing: I never saw an AI fleet with another payload than 2.5 pop. With my little mod that is usually not enough with conventional warfare. Although I see the AI try to invade several times in short intervals, they don't seem to be able to create fleets with more soldiers. If that is really the case then the AI is at a clear disadvantage with my mod. [/quote] They h

10 Replies 16,337 Views

Thalans are still pretty op, ontop of hives they get 1 additional Terraforming-improvement, an additional tech-branch with Capacity-bonis, and various bonis to Weapons/Defenses, most notably Jamming, also additional Diplomacy/Influence Improvements (not that they would need them...)

11 Replies 89,111 Views

[quote who="joeball123" reply="1" id="3662247"] ... As far as how it factors into weapon choice? I would say that the only time this factors into weapon choice is if you're trying to manipulate the computer-assigned default role into being what you want the ship's role to be. [/quote] Its only really relevant if your modding shipblueprints for the AI, sice they cant change the role^^

3 Replies 20,865 Views

[quote who="lyssailcor" reply="40" id="3662043"] Quoting dstjames, reply 39 I dont like how the weapons/ship sizes are done now. I think larger ships should have larger weapons that do more damage but are easier to avoid by small nimble ships so that you need a mix of ship sizes to handle different threats. <br

53 Replies 330,348 Views

btt: -I agree, that all DLCs should work in multiplayer -(not only for multiplayer) I would also like an option to set Idiology costs, so you can choose to have high cost (2x, 4x,..) or low cost(0.5x, 0.25,..) for ideology

14 Replies 34,702 Views

Well but thats basically your desicion, if you would build idiology buildings whenever possible, you would be getting 15*0.2+0.5+1=4.5 Idiology-points per turn, which makes ~16 Turns for the next idiology then ~19, ~22... seems pretty reasonable to me (of course this is only true if you focus on one idiology, and this is not pragmatic, since they only get 2 Idiology buildings)

14 Replies 34,702 Views

[quote who="Syrkres" reply="2" id="3661465"] Yes, that would be great. Again because I see a faction being ground to bits, and at the one time I may only have 1-2 ships, but over 50 turns (which I believe is the trade cycle) I can't offer any more help. [/quote] Its 8 turns, i think it was more in beta.

3 Replies 5,221 Views