Is it a "super project" or a regular planetary improvement. I think that "super project" abilities get added to your racial ability, but if it's a regular planetary improvement, it'll only affect that planet. So, a regular planetary improvement with +repair will just affect that planet. A super project with +repair should affect your racial ability. [But I'm not sure that's how it works.]
fsk5809
You can: - edit the tech tree so that range techs don't give a +range bonus - edit the ship components so that range components are more expensive and grant less of a range boost
Also: Fix the bug in the forums where you can accidentally double-post if there's an IE error while posting.
Problem #1: You invade or culture-flip an AI planet that has no factories on it. Now, you have only approximately 6 social production, a few more if you "focus social". With an Enhanced Factory, you can get that first factory down in 15 turns. With a Manufacturing Center, it's 30 turns. With an Industrial Sector, it's 60 turns, pretty much too long to be useful. You can't rush-buy, because Industrial Sector costs way too much. To critique the arithmetic, using values from 1.1 rel
Problem #1: You invade or culture-flip an AI planet that has no factories on it. Now, you have only approximately 6 social production, a few more if you "focus social". With an Enhanced Factory, you can get that first factory down in 15 turns. With a Manufacturing Center, it's 30 turns. With an Industrial Sector, it's 60 turns, pretty much too long to be useful. You can't rush-buy, because Industrial Sector costs way too much. To critique the arithmetic, using values from 1.1 rel
I don't think you could judge my mod unless you actually tried a game with it. Have you? Besides, I'm still working on improving it.
I'm working on a "rebalanced social projects" mod that addresses these and similar concerns. I agree that the numbers that ship with the default game weren't carefully thought out. Mod support will allegedly be great in 1.2.
The numbers just don't make sense, quite frankly. For example, charging 300 for a manufacturing center and 800 for an industrial sector, but an industrial sector only gives 4 more mp? Why would anyone ever build an industrial sector? [This was fixed somewhat in the latest patch, but I still think the high-end buildings are too expensive.] A "better" building should always give more benefit/cost. Otherwise, the better building isn't really better, now is it? It
Well, I sent versions to the other site mentioned above, and it hasn't shown up there. "The Galactic Core" hasn't been updated in over a month, apparently. I'd like to put it up on a website somewhere just so someone could take a look at it. I'm pretty sure that the data values in the core game are badly broken and unbalanced.
It was a mod that assigned different values to planetary improvements. It was a modded/overhauled "PlanetaryImprovements.xml". In the course of writing the mod, I discovered a bunch of bugs in mod support. Perhaps they are waiting to fix the bugs. For example, you can't create your own trade goods. The argument "it's someone else's IP" doesn't apply in this case, since all I did was edit the data files that shipped with the gam
How would I get a message? It just said "rejected" next to it. Actually, I submitted 3 versions of the same mod and only the earliest version was rejected. But still, I thought that even version 1.0 was a nice improvement. Personally, I think that if I go to the trouble of writing and submitting a mod, I should at least get some feedback if it's rejected.
There's an "ability id code" for each ability. Look in AbilityBonuses.xml for the index values. Then set the appropriate abilitytype and abilityvalue for your building.
One mod I submitted was rejected without explanation. That's unfair! At least tell me why. Summary: I'm trying to rebalance social projects and technology costs. I agree that this is an "experimental" concept, but that's no reason to flat out reject it.
Hey, they rejected my mod without explanation. That's annoying. I really think that planetary improvements and techs are totally unbalanced as/is.
If you're worried about the AI surrendering to the wrong enemy, take out at least one planet in each star system. This way, after they surrender, the rest of the planets will culturally flip to you.
Hey, that gives me another idea. You could give +100% or even +200% soldiering to starports. That would totally eliminate the "attacker's advantage" in combat and it'd totally change the complexion of fighting offensive wars.
Damn! Posting in XML doesn't work! That's so funny Improvement> S_Name>A Starport/S_Name> S_InternalName>BasicStarport/S_InternalName> !-- Note: This internal name is also used by code, so if you change it here, you'll have to change the code too. --> S_Description>Your basic starport. You need this to launch constructed starships./S_Description> S_Type>Normal/S_Type><br/
Here's what I did: A Starport BasicStarport Your basic starport. You need this to launch constructed starships. Normal 5</Cost
Yup, it worked. Thanks for the tip. Has anyone else been modding planetaryimprovements.xml besides me? I submitted it as a mod, but it hasn't been "approved" yet, so it isn't showing up on the download pages.
Does that work? I thought a starport specifically had to have the name "starport" to have that functionality. I'll try an experiment.
I went one step further. I created a mod with a new starport, that provided industry points in addition to the regular starport benefit, plus with a lower cost. And the AI *STILL* builds unupgradable starports on some planets!
Well, $1 * 100,000 users is $100,000, a reasonable budget. That is, assuming all the buyers of GC2 buy the expansion.
It appears that Starports were intentionally given the "indestructible" tag in v1.1.b4a.17. Whose crazy idea was that? Anyway, I'm just editing the xml file and taking the flag out.
I agree that $9 for a ship pack is expensive. I'd advise spending only $1-$2/user on it and bundle it with the expansion. Keep it simple - one expansion.
Can you be specific? What file are you trying to mod? Are you: - putting it in the appropriate "mods" folder, or overwriting the file that comes with the game? - having the "use mods" option selected? A lot of the modding stuff is regrettably broken. I think this is on the "to be fixed" list.