Gaunathor

Gaunathor

Joined Member # 2472842
1 Posts 24 Replies 29,292 Reputation

[quote who="Sole Soul" reply="2" id="3073557"]starfederation=true,1.4[/quote] I was under the impression that Star Federation gives only a 30% bonus. [e digicons]o_O[/e] [quote who="Sole Soul" reply="4" id="3073985"] There is no way to disable or otherwise modify normal events (nor even to trigger them via cheat codes), and the economic boom is a normal event.[/quote] In TotA, you can set the likelihood for random events to none. I have no idea, though, if it tru

10 Replies 55,687 Views

[quote who="Avalastrius" reply="2" id="3073432"]Many thanks for the reply. Probably a silly question but shouldn't I be starting with DL, which is the first game? How can I pick to start only an expansion? Sorry if it's a completely dumb question but I'm not on my gaming pc now and I can't check. [/quote] The Ultimate Edition will automatically start TotA. To play DL or DA, you must use the exe in the game folder. For a standard installation this is: "C:\Program Fils (

37 Replies 43,417 Views

[quote who="Tolmekian" reply="189" id="3072843"] It's weird, just like the whole Neutral History issue. It seems the minors are hard-coded against having certain techs. How to fix it? Copy the whole tech tree and rename it Drengin-minor or Snathi or whatever. Then, you have to go through and change the ID on each tech that won't show up, along with the requirement for any higher techs. Then you have to make duplicate improvements/starbase modules for the new tech

722 Replies 1,781,206 Views

[quote who="NRSONE" reply="3" id="3072039"]Gaunathor, I figured the starbase--- "workaround" shall we call it-- would be known. The Council law on a two-max module upgrade to a starbase stops additional construction ships from entering starbase space---- if the starbase is the endpoint of the trip. If the square next to the starbase is the endpoint but movement of the construction ship just happens while over the starbase, well hit "B" and it opens up the module dialogu

19 Replies 20,333 Views

[quote who="Tolmekian" reply="185" id="3072221"] Double buildable icons. The Induction/Recruiting Center is a known issue. It's the only way to make the same building available with 2 different techs. Not much I can do about it, but it doesn't hurt anything.[/quote] Have you considered changing the ID from "War Rooms" to "Space Militarization"? Both techs have essentially the same purpose, so they might as well be one. [quote who="Tolmekian" reply="185" id="307222

722 Replies 1,781,206 Views

I can confirm that. Though the MinorRace_TechTree.xml is fine, certain techs are not showing up for them in the game. It happens in both the un-modded game and mods. My guess is, that this is a hardcoded limitation to further differentiate the minor and major races. This doesn't hamper their ability to research weapons, though. At least not in my games.

722 Replies 1,781,206 Views

[quote who="qrtxian" reply="2" id="3071379"]They can, however, defeat you, at least if made sufficiently powerful.[/quote] So true! Not that this ever happened to me, though! [e digicons]:-"[/e] [e digicons]*_*[/e]

3 Replies 6,624 Views

1) This is caused by a combination of problems: First, there are several errors in the techtree, that prevent the AI from making good use of it. E.g., Space Weapons is mislabeled as Point Defense for the Altarians and a few others, so they only research it if someone is using Missile Weapons. Second, AI Personality 7 (Drengin, Korath and Yor) and 10 (Torian and Iconian) are considered broken. AIP 7 only colonizes planet within its cultural borders, which severely hampers it du

19 Replies 20,333 Views

I tried your suggestion and while it doesn't remove the problem completely, it certainly reduced it considerably. Most races won't bother with the offensive modules anymore and the defensive modules will be researched much much later. This seemed to depend somewhat on AIP, race and research output. In any case, most races now have a much better chance to research something useful before the Yor start to wipe them out. [e digicons]}:)[/e] Good enough for me! Thanks again

722 Replies 1,781,206 Views

[quote who="Tolmekian" reply="174" id="3070878"] Oh, the AI will arm influence bases just fine. Now that I think about it, maybe it's because I brought all my weapon and defense modules above the culture modules. They do add both, though. [/quote] That's strange. They never did in my games and I have the defense modules above the culture ones, too. I'm going to take another look. Maybe it just needs some rearranging. [quote who="Tolm

722 Replies 1,781,206 Views

Sadly, this isn't possible. The maximum number of major races in a game is hardcoded. The closest thing is replacing some of the minor races with minor versions of major races. But it isn't the same, as minor races can't win the game.

3 Replies 6,624 Views

[quote who="Tolmekian" reply="172" id="3069845"] In my experience, the AI makes pretty lousy use of influence starbases. So, if they use the extra constructors to upgrade military, mining, and economic bases I figure it would be a net bonus for them. Heck, even if the put weapons and defenses on their influence bases it would make them more useful simply to repel invaders. [/quote] Quite true. But I have yet to see the AI adding weapons to an influence base.&nbsp

722 Replies 1,781,206 Views

[quote who="qrtxian" reply="169" id="3069125"] Quoting Gaunathor, reply 167 I was talking about this one: http://www.i-mod-productions.com/downloads.php?do=file&id=171 I know about that, but like you said, it's not for everyone - I was saying that, while it's not currently uploaded anywhere, I do have a mod that simply brings back all the missing dialogue, complete and without additions.[/quote] I understood that. Sorry, for not

722 Replies 1,781,206 Views

[quote who="qrtxian" reply="166" id="3068573"] Quoting Gaunathor, reply 165- GC2_Conversations.xml and FlavorText.xml have a lot of errors, preventing text from showing up, dialog never appearing and a lot more. There is a mod already that's trying to fix this, but it isn't complete and the author added dialog of his own, which might not be for everyone. Fixed this in my own mod, though it's not uploaded anywhere.[/quote] I was talking about

722 Replies 1,781,206 Views

[quote who="Tolmekian" reply="161" id="3067884"] Quoting Gaunathor, reply 160 - PlanetaryQualityChange for the Gaia Vortex is huge. Thanks. [/quote] I'm not sure if I understood you there correctly. You're not keeping the value at 10, are you? PlanetaryQualityBonus is a Percentage Bonus. A value of one or two would be enough. Otherwise, 'Gaia Vortex' would become the most powerful GA in the Universe. Some more leftover bugs I compl

722 Replies 1,781,206 Views

[quote who="Tolmekian" reply="161" id="3067884"] Quoting Gaunathor, reply 160 - Planetary Defense already fixed in v1.1. Not sure how it's coming up wrong for you. [/quote] You're right. Must have overlooked the line. Sorry. [quote who="qrtxian" reply="162" id="3068015"]This makes me wonder - could the AI actually use Terror Stars if they were brought below the 100-module limit? I suspect not, but it might be worth try

722 Replies 1,781,206 Views

While you're at it, you might want to take a look at a few things I noted in your mod: 1. The 'Interstellar Navigation'-Techs are twice in the TechTree.XML. First, right after 'HyperDrive' and then a second time after 'Advanced Battle Stations'. 2. Some leftover Stardock-Bugs: - The 'Xeno Influence Module' has 'Insurrection Coordinator' as a requirement, but the Thalans don't have 'Cultural Insurrection' in

722 Replies 1,781,206 Views

Well, I've been trying your idea and had the same result as you. It was worth a try. On the bright side, I had success in finding the limitation. I moved the 'Mining Collectives' back to the end of the file and began to remove modules until the Yor were using all of the 'Collectives'. This happened when I reached line 1104. Then, just to be sure, I gave all modules a Tech_Requirement, Module_Requirement and ModuleCost entry. This added another 32 lines, but had

722 Replies 1,781,206 Views

Hello Tolmekian! I have been a full-time lurker on these forums for many years, but a recent discovery during the testing of my own mod forces me come forward as it also affects your work. The AI is unable to use starbase-modules if they are below a certain point in StarbaseModules.XML. It literally can't "see" any applicable module if it is to far down. Let me explain how I came to this conclusion: One of my changes to the game was, to change the requirem

722 Replies 1,781,206 Views

Hello MarvinKosh! I have been a full-time lurker on these forums for many years, but a recent discovery during the testing of my own mod forces me come forward as it also affects your work. The AI is unable to use starbase-modules if they are below a certain point in StarbaseModules.XML. It literally can't "see" any applicable module if it is to far down. Let me explain how I came to this conclusion: One of my changes to the game was, to change the require

507 Replies 1,006,111 Views