Enumerate all values for all .xsd files. No more you can add this here but not that. ex: I can mod Growth into GamePacingDefs.xsd, but not PopulationtoProductionMultiplier.
Go4Celerity
[quote quoting="post"] - Living galaxy (the lifeblood of the galaxy will be visible) [/quote] [e digicons]:grin:[/e]
[quote who="admiralWillyWilber" reply="15" id="3660808"] ... wait the game can auto place components. [/quote] Really? I never noticed such a feature.
I gather that nebula are scarcer becuse object desities were increased. The game can't place the nebulae because there aren't enough empty spaces You want to mod it out you need to reduce object and star densities back to former values.
So quiet... Must be a storm coming.
Well maybe they'll make good on their promises by giving their beta community the Crusades expansion for free. (Holding breath.....)
I like really slow games. I modded base growth from 0.2 to 0.08, population to production exponent from 1.0 to 0.92 and increased the tech inflation_all exponent and the tech inflation_tree exponents. Pacing is much better now, though the numbers could use some tweaking. Afraid it may break the ai's colonizing some with the default 2.5 pop per colony ship.
Might as well wait another month (or two). Brad has been full time on GC3 for 2 weeks. Long enough to make great improvements great improvements (performance especially), but not long enough to make the game experience much funner.
I have reservations about this idea. I think it's premature. Does it mean that the AI will soon be copying advanced players' exploits of the ship role system and using them against casual players. I don't build unarmed escorts loaded with defenses to soak up enemy fire while "glass cannons do the killing. I think it makes bad space opera. Have you considered fixing the obvious exploits first, then seeing what designs we come up with? The
Administration!! Finally.
StrategicRepair not enumerated for ShipHullStatDefs.xml. ...... Stymied again.
I've never been happy with game pacing. I've read the comments in v1.90 feedback and decided to have a go at modding PacingDefs.xml and came up with this: xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Schema/PacingDefs.xsd"> <
Updated to provide for new content in ShipHullStatDefs.xml Evasion bonuses were toned down from earlier iterations and seem more balanced now. Upped Cargo hulls' HP back to 10 as their "sitting duck" evasion penalty makes them vulnerable enough.
Why this: HitPointsCap Ship Multiplier <Value>
So you're playing against North Korea? Are they a custom faction you made or downloaded? I'd like to have North Korea in my games. Link please?
Hi. You can't build mining starships like in GC2. You can build mining starbases with constructor vessels. Just add the mining ring once the starbase is established. The starbase will mine all resources within it's range (displayed as a ring around the starbase/ constructor when selected. There is no printed manual. There's a wiki, and most info is available by mousing over an object.
I want the AI to Stop turtling. I don't kill turtles, except to brad and fry them and that was only once. I want to be able to globally disable auto-upgrade of improvements. I want a colony map that's a sphere of hexes I can rotate with the middle mouse button. I don't want an old, rehashed Mercator projection from GC2. I want my 3D world maps to slowly revolve as I view them. I want there to see a light side and dark side as I view my w
Star systems exist within nebulae. I can't see any reason why they couldn't within the game, nor why starbases can't be built in them. My beef with nebulae is that they mask vision out of themselves rather than vision into them. They would be much more interesting if they, and asteroids, concealed ships, objects, and stations from view unless occupying an adjacent hex. Nebulae would be much more interesting if different types (colors) had different effec
I suggest that a better way to buff the Prometheon pleasure park would be to make it a tourism improvement with a set + to tourism, possibly nerfing its approval bonus in the process. As far as reducing the benifits offered by the resource improvements, +6 with +2/level might be a sweeter spot than what's suggested in th OP.
Add modifiers "Beam Evasion", "Missile Evasion", "Kinetic Evasion". Add Best x and best x per y Qualifier to ship blueprints that will cause components to be selected on alternate basises. Add a trigger that can add components to a ship or upgrade (with or without prerequisite tech) a ship's component(s) while ignoring mass cap.
I disagree with the op. I expect that the base game will have significant improvements in concert with the release of Crusades that will not require it's purchase to access. I expect that there will be 1, or even 2 updates before then that effect gameplay apart from stability/ interface improvements. I am looking forward to Crusades, 1.85, and, especially, 2.0 (whenever that may be).
[quote who="General Pants" reply="27" id="3656982"] ...(minor races can't win). ...It seemed like a no-brainer to me? [/quote] Interrogatory?
Stars should be visible as well. Kinda hard to miss seeing a star, FOW or not. Would have to mask names though to keep from giving away the locations of opponents' home worlds.
^^^ It matters with the Hive. +5% to gross production is three times as op as +5% manufacturing. If you want the power matrix to get a wealth bonus, just add: Wealth after Population and save i