Like Neilo said: yes, you can. [quote who="Neilo" reply="1" id="3093406"]The campaigns i guess serve as a tutorial, though i don't care for them. Skirmish games FTW in my opinion...[/quote] The campaigns are more like advanced scenarios than tutorials. In addition, they provide some more background information of the races and setting, but it isn't really necessary to enjoy the game. The heart of the game is the sandbox.
Gaunathor
[quote quoting="post"]Is the game setting for 'extreme' planets a subset of the total number of planets, or a subset of the number of habitable planets?[/quote] It's a subset of habitable planets. The "habitable planets" setting determines how many planets can potentially be colonized. The "extreme planets" setting determines how many will require "extreme colonization" techs.
[quote who="Tolmekian" reply="302" id="3093138"]You wouldn't want someone to be able to collect 3 or 4 Nav Centers if you had more than one race with the Arcean TechTree. There's also the fact that a player could potentially cherry pick the planets with the Nav Centers, super charging their fleets and leaving the Arceans hobbled. I planned to make the navigation techs no-trade/no-steal to prevent a proliferation of Nav Centers, but can't do much to prevent people from picking them
[quote who="Tolmekian" reply="295" id="3092382"]Confirmed changes.[/quote] Good to hear an official word on this. I was beginning to think I was imagining things. [quote who="Tolmekian" reply="295" id="3092382"]My first idea was to create a new Arcean TechTree, identical except that the navigation techs were replaced with standard engine techs copied from the Altarians. While doing this, I thought I'd try something else. I made the Navigation Center and Adv. Nav. Center in
[quote who="evilroc" reply="292" id="3091772"]In my current game under 2.0 version of mod I see Korath building many transports and actually conquering planets using them very sucessfuly (just wanted to mention). [/quote] The Korath in v2.0 use AIP 11 instead of AIP 7, so they behave differently than intended. [quote who="MisterAedan" reply="293" id="3091819"]Ah, I think I misread the earlier discussion on this and changed the wrong value - the category instead of the ID, or s
[quote who="MisterAedan" reply="290" id="3091412"]that Thalans don't get the regular ethics techs[/quote] Yeah, that is something I never really understood, so I changed it in my own mod. My guess is, that it was made for balancing reasons or to make them more unique. But at least the Thalans are better off than the Altarians. If you go Good with the Altarians, it's great. You get lots of powerful and useful stuff. If you go Neutral, you only get Neutral Shipping and the Neutrali
[quote who="Tolmekian" reply="286" id="3091026"]I may just keep it in the end, as it makes a bunch of sense. I did have an idea, though. I was thinking about a research hospital or medical research complex. The idea of a civ-wide research bonus or simply some massive research production is floating around somewhere. Maybe a planetary pop growth bonus to represent the medical aspect.[/quote] Sounds appropriate. Plus, this reminds me of the Omega Research Center. It is still pretty weak co
[quote who="Daviddaly82" reply="3" id="3091157"]Before for my old pc crashed it was working for me I just dont remember how I did it. Unless they modified the files, so it will not except the new command line.[/quote] Did you properly link the target line to the game exe? The cheat command doesn't work with the launcher. Also, it is CHEATS and not CHEAT. Not sure, though, if all caps is truly necessary.
[quote who="Tolmekian" reply="282" id="3090537"]I like the hospital suggestion. I'll think about how to make it work. I do have the Hall of Empathy giving a 25% civ-wide population growth bonus, and I don't want to overdo it.[/quote] Glad you like it. I'm sure you come up with something useful to replace the pop growth bonus. [quote who="Tolmekian" reply="282" id="3090537"]I didn't get the hint about the GGB. Not sure how I'll go. Does anyone really care wh
[quote who="Tolmekian" reply="279" id="3090344"]Any ideas for solving the SE/HI/TF issue?[/quote] Setting their value to 1 or 0 would lead to the AI disregarding them until more "valuable" improvements have been build. But this is more of a crutch than a true solution. [e digicons]:\[/e] [quote who="Tolmekian" reply="279" id="3090344"]Also, just for funsies, I'll take suggestions for an additional Good alignment Super Project or Galactic Achievement. I improved the Empat
[quote who="Wetballs" reply="274" id="3088751"]Actually I just now noticed that there is no "Sensors IV" module, even though there's a Sensor's IV tech. Has it always been this way, and I just never noticed it? I just usually build Sensor Array's anyway - maybe that's why I never noticed.[/quote] There was a Sensors Mk IV module in DL and DA, but it has been curiously dropped in TotA. [quote who="Tolmekian" reply="275" id="3088773"]I was looking right at the mo
[quote quoting="post"]Can anyone please tell me what I need to do in order for obsolete computer core ship types to remain available for construction? Thanks![/quote] Sorry to say that, but you can't. The computer designed ships will always be replaced with the newest version and are only available for the current game. You need to design the ships yourself, if you want to use them in different games and don't want them to become automatically obsolete.
[quote who="Tolmekian" reply="271" id="3088315"]Always look at the bright side of life.[/quote] Every time I tried that, life decided to screw me over. [e digicons]:([/e] Pink Floyd's The Wall is a pretty good description of my life, but lets stay on topic now, shall we? [quote who="Tolmekian" reply="271" id="3088315"]I too made it a trade good. I guess the free Survey Module thing is hard coded, but I added a +1 speed bonus.[/quote] This is regulated by
[quote who="Tolmekian" reply="269" id="3087715"]I was actually being a bit facetious about throwing up my arms and walking away.[/quote] Glad to hear that. You had me worried there for a moment. Who am I kidding? I'm always worried. [quote who="Tolmekian" reply="269" id="3087715"]Even the much maligned Galactic Guide Book has been elevated to a hot commodity, more or less literally.[/quote] I changed it into a Trade Good and gave it a 15% bonus to influence
[quote who="Sole Soul" reply="5" id="3086989"]I submitted a bug report to that effect...over two years ago. But even with Thalan/Korx and Neutral you need another 50%. I suspect they're not worried about it, because the only source of it in an unmodded game is a single post-colonization, pre-ethics event, out of 32 possible, where only one event window will show per turn, and the maximum value is 50. This means that either you need a 50 straight away, or you need the eve
[quote who="Wetballs" reply="266" id="3087218"]Happy B-day for yesterday![/quote] Thanks, I guess. [e digicons]:S[/e] "Birthday" is for me not a "joyous occasion" at all, but a reminder of how much my life sucks. Having a chronic depression is the least of my problems. [e digicons]:([/e]
[quote who="Tolmekian" reply="263" id="3086942"]Now that I'm fiddling with planetary improvements, I had a random thought about whether improvement AI values could save them. It's a long, doubtful shot, but I may set all the improvement AIs to 100 or 1000 just to see.[/quote] You can save your time, I already tried that. Doesn't work. [e digicons]:([/e]
[quote who="Sole Soul" reply="3" id="3086939"]For some reason, I never caught that, but as that has no effect on non-lease rush buys, it doesn't seem to be accurate with regards to the description. So I for one am glad it was changed. Good eye.[/quote] Thanks. I also think it is good that it was changed. But the ability to buy everything at no cost, if your reduction is 100% or more, is a little OP.
[quote who="Sole Soul" reply="1" id="3086818"]since the rush buy purchase reduction didn't actually work in DL or DA.[/quote] Actually, it did work. Just not how it was supposed to. It reduced the number of weeks you had to pay leases for. With a 100% reduction the number gets reduced to 0 weeks. Or, in other words, you don't have to pay any leases at all. How it works now, however, is even more powerful, as with a 100% reduction you don't have to pay anything at a
[quote who="Tolmekian" reply="260" id="3086684"]It never occurred to me to simply zero everything and let the AI do what it will without influencing it. A little surprising given my nature, but I guess the scope and complexity of the task coupled with my inexperience when I started just led me a different way. I'm almost a little sad now.[/quote] Me neither. But, as I had to restart my balancing anyhow, I thought "why not give it a try"? It certainly was interesting to see how the AI
[quote who="Tolmekian" reply="258" id="3086438"]It was just a couple weeks ago that I decided to try all stock AIs just for funsies. Turns out they do fine without any additional changes. They could be further optimized, perhaps, but it's not absolutely necessary.[/quote] That's what I realized during my test game, after setting the AIValue for all techs to zero. The AI is doing a remarkable good job on its own. It just needs occasionally a little tip. I guess the words I've
[quote who="genrich_toews" reply="10" id="3086175"]750 soldier bonus??? thats How did you guys manage?[/quote] 750 is the base amount. It is actually over 800, because of the bonuses from the invasion techs. Invading the Dread Lords is quite easy, as long as you have several Troop Transports (and enough escorts to protect them) and Planetary Bombardment researched. Mass Drivers are your friend. [e digicons];)[/e] Not getting invaded yourself is the hard part. Even
[quote who="Galacticruler5000" reply="254" id="3086177"]Ok, but the tech problem effects EVERYONE but the minor races.[/quote] Minor races are a special case, because they don't have access to every tech they have in their tech tree. But still, it is weird. Did you modify the MinorRace_TechTree.xml? [quote who="Galacticruler5000" reply="254" id="3086177"]in my experince, files such as gc2ypes.xml work in the mods data directory, and not in the subfolders.[/quote] <br
[quote who="Sole Soul" reply="8" id="3085942"]You're probably going to lose a lot of invasion fights in the campaign; the Dread Lords have something like a +500 soldiering bonus, and the tech tree only gives you like 80 or 100 to counter that. It's also tech-score based, so if the game is treating them as having researched all techs (can't remember), that'll contribute as well.[/quote] Their racial soldiering bonus is 750. Plus, they do start with all techs resea
My weekend was quite "interesting". A couple weeks ago, I started an attempt to balance the weapons and defenses. Part of it was the removal of all the iterations (Laser 1,2,3..., Deflectors 1,2,3..., etc.). Each tech was progressively more expensive than the one before. This had quite a negative effect on the research performance of the AI. It was only going to tier 1 or 2 maximum. The next tier seemed too expensive. Changing the cost and AIValue of the techs also had no good effe