You'll notice that F_AbilityFactor was commented out of a lot of other improvements. I believe it's due to a fundamental change in the coding the dev's made partway through (possibly to give an easier mod structure?), but it wasn't changed for a few things. Here's the little I think I know on the subject though. F_AbilityFactor modifies an ability by a percentage (where 1.0 = 100% and 0.1 = 10%) that is defined in hardcode and related specifically to the internal name of that particular
OnlyAnEgg
Hardcoded.
Starbases do not appear on the ship list. As far as I know there is no such list available in the game, but the location of a starbase is more important so my suggestion is to simply zoom out the main map so that you can see the tactical view which will show you all of the starbases you have and where they are located. As for your other problem, it sounds like your textures aren't loading properly. Check that ship textures are not disabled. If that's not the problem, then it is probably
In my experience, more is better/easier. There's a better likelihood that one or two of them may challenge you, but there is also a better likelyhood of getting allies to fight with/for you. You can play some of the ai's off against each other etc., and if you're the kind of person who gets a kick out of tech whoring, more ai's causes that aspect of the game to be much easier. I find that actually lowering the number of ai's to sucker...err... to challenge you, actually ramps up the difficulty l
This is interesting. Try this set of starbase modules on for size. You reduce the influence of a starbase down to it's own tile, making it effectively useless for anything else, and then give it a huge speed boost, letting your ships "slingshot" from there to pretty much anywhere else you want. Massively abuseable, and the ai would go, huh?, but interesting anyhow. replace all { with using the replace-all function of your editor {StarbaseModule InternalName="Hyperj
That's because they set the upgrade path for NLC's to upgrade off of Research Centers instead of Discovery Sphere's, which would have made a lot more sense. Prior to 1.2 they didn't automatically upgrade at all because the upgrade path was completely missing. They added it, but for the wrong tech, oh well. You can mod it to correct it, or just leave it alone and manually upgrade them if you happen to get past Research Centers before you get NLC's, it's not a huge deal.
You could make transport/constructor/freighter modules require much more room, perhaps with a large sizemod so that even after miniaturization there's still not much room for more than 3 or 4 engines. You'd need to balance it though so that your first transports and such aren't toooo slugish or the early wars will drag by forever. Size 4, sizemod 35 for a troop module might work.
All of the things mentioned here... Moddable. All of them. If you don't like it, mod it into something you DO like. Here's some examples Secret Police center....the description says it's supposed to improve loyalty, so give it a civilization wide loyalty bonus. Galactic guide book make it cheaper and available earlier...or do what I did and reduce basic sensor ranges and make the survey module also act as a good but expensive sensor, which becomes f
To the average american, the only difference between a state and a country is the U.S. military usually won't invade a state...usually. ooo...did I just say that?
Yes, enforced treaties, along with more diplomatic/territorial options, and a tech stealing off toggle would be great....who would like it *raises hand*
Here's the math part. Included for those who care to know but don't want to work it out themselves, but the conclusion is negative size mod is a pain to bother working with. Negative sizemod reduces the size of the component by the percentage of the hull size. Opposite of what a positive sizemod does. So for example. On a huge hull with no miniaturization you have 80 hull points, while a tiny hull gets 16. A component with a size of 0 and a sizemod of 50 will take
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The majority of bugs in this game I consider cosmetic. There's a way to mod around the problem and "fix" the game to my enjoyment. Except for these two, and they've been around for a long time. Like a splinter, I'd like to see them removed, so again I'm bringing them to the attention of the folks at Stardock. Bug #1: The Save Game bug where no production happens after the first turn when saving. This sucker has been around since I started playing, and numerous patches later seems to b
In my last game I was in the middle of the map playing Terrans but surrounded closely on all sides by the Yor, Drath, Drengin, and Korx. I managed to get 3 planets...Mars (PQ4), PQ5 and a PQ8 weeee. No bonus tiles anywhere. Large Universe, Crippling difficulty, no tech trade. So I rushed. Went straight for planetary invasion and beam weapons. Cleaned the Drath out of the universe before they managed to get more than a couple defenders built. Just barely finished my war with them befo
Actually all AI on intelligent changes the game to "tough" setting. Bright intelligence is the challenging setting. The settings you describe are simply a way to change all the ai difficulties at the same time, instead of doing them each individually. At challenging the ai doesn't have all it's marbles, and I believe they have a slight economic penalty. At normal the same is true only more so. Personally I think they should have named the current "tough" setting as normal. No bonus for the ai, a
Another effective colonization strategy is to give your race a 50% military production bonus. Turn 1 you send your first colony ship out into the unknown, rush buy a factory on your home planet and start building a basic colony ship (hull and colony pod, nothing else). Use this ship to colonize your secondary planet (ie mars if human). Set military spending high enough that you can build it in 2 turns (usually over 90%) the rest goes into research. Each turn buy another factory but don't actuall
I've made a mod that did this, but I've never posted it because the game bogged down badly when the ai started designing ships. The basics of what you suggest were there though. Life support was scaled way down in effectiveness and made a bit larger so fewer could go on a ship. Negative range was given to all civs to counter the extra range given to a ship after it was built. Engines were all given a size of 0 but took 30% to 15% of hull space (sizemod), so the most you could put on a
stupid question sorry... but... I cant even establish a trade route. I build a freighter, send it to another homeworld, but it will stop outside, nothing is happening. And if I am looking at the menues I can see that trade isn´t researched yet. But I have researched anything which might result in trade. I am totally confused - which technology must be learned for trade, so
tested this quite a bit and here's what I've found. Range = 15 parsecs / X.X sectors listed on ship + 10 parsecs. so a range listed as 1.0 sct will travel (15 / 1.0 ) +10 = 25 parsecs (small squares) coincidentally, 15 parsecs = 1 sector (large squares) 2.5 range = 47 or 48 parsecs depending on which way it rounded (and it rounds, doesn't truncate) this is true regardless of galaxy sixe, the range listed on the ship after it's built reflects how far it c
disable mods start a new game select terrans at the abilities screen hit CLEAR (not reset, that only gives you your racial ability points back) proceed as normal. It's not a bug I don't think, the ability selections are supposed to be remembered from game to game. hitting clear is like selecting the default configuration.
From Carielf's modding guide These are the possible StarbaseAbility strings: AttackAssist Increases the attack values of ships with weapons in the area of effect. Culture Increases the influence of your civilization in its area of effect. DefenseAssist Increases the defense values of ships with defenses in the area of effect.<b
+ Fixed planetary defense bonus. Have tried to test this. It doesn't seem fixed. test details (used cheats obviously) modded the planetary defense improvement to give 100% bonus built 5 on iconian planet 500% defense shows up under planet summary brought soldiering
+ Advanced Factories produce slightly less This has made the Manufacturing Center a technology to avoid though and Industrial Sector as well to a lesser degree unless all colonies are up and running. Enhanced Factory, cost 100, produce 11. Manufacturing Center, cost 200, produce 12. Industrial Sector, cost 400, produce 16. No problem for the human player
The Political Capitols disappearance is due to the tech requirement pointing to "Star Democracy" while the proper internal name is "Stardem". Not sure why it was changed like that, probably an oversight while a dev was messing around in the file. If you want it back though, you can mod it back in fairly easily.
If you can't make the ai fit the game, make the game fit the ai. I'm currently working on a mod that fixes all the little unbalances that the ai doesn't understand well. Industrial tech shouldn't be a bad thing that the player puts off because it's less efficient than the basic factory, if the ai doesn't understand that, then I change the factories, cause I can't change the ai. Or the Spin control center, I've never seen an ai build this yet, but even if I had, would I be fooled b