You would think that Nerfing would be better than eliminating. Also, some info about how some things have changed over time would be good. Tool tip maybe?
kapeman
Well. That's disappointing. Thanks for the info!
I have unlocked the tech for the Aid Research Project, but it is not the list of options on any of my planets. What am I missing?
Thanks. I wasn't looking in that folder. I have most, if not all, of the DLC, including Retribution. The values on those entities are: MoveCost Global Hyperlane
If I wanted to change the bonus percentage of hyperlane streaming tech, where in the MasterTechDefs.xml file would I make that change? I have done a file search on the term hyper and can't locate it. Thanks!
I get that, but that tech bonus isn't the same in later games. It is in the one old save game. When I look at the specs for Dimensional Observatory it shows +500.
The only thing I can figure is that this bonus was changed in the Worlds in Crisis DLC. Now I need to locate an up-to-date modding guide. Edit: tested with Worlds in Crisis DLC deactivated in Steam and Hyperlane Streaming is still only +500%. So maybe it changed with 4.0?
I started a new game with a new modded faction and late into the game noticed that +500% was all I could get out of the hyperlane techs. Luckily, I had an old save and saw the percentage on the dimensional observatory was, in deed, +900%. Then I created a new game with a base faction (Altarians) and the hyperlane tech still only showed a +500% bonus. Okay, new game, same faction as the old save game (it was another modded faction) and still +500%.
I'm in the IT Security field and have read reports that Ring had been sending data to China. https://www.forbes.com/sites/aarontilley/2017/03/22/this-smart-doorbell-was-accidentally-sending-data-to-china-until-people-started-freaking-out/#cadfdf359840 They fixed it, but, as with all things IoT, you need to be
Just my luck. I started a new game on a very large map and didn't notice until well into it that those techs weren't in the tree for the custom race I downloaded through the Steam Workshop! Thanks for the responses!
I have played a couple of games recently with two new faction mods. One has the tech to bump hyperlane movement up to 900% and to eliminate the distance penalty for shipyards. I don't have those options with another faction mod. I know that each faction has it's own tech tree, but I am having difficulty locating where the proper tech tree is and seeing the values for each tech in the XML files. This only applies to the hyperlane tech. The reason I'm asking is so I can s
I only have the Dark Avatar add-on. Are their any mods that don't require ToA? Also, all the mod tutorial links are dead in the forums. Thanks!
[quote who="Alstein" reply="26" id="3285635"] Quoting Frogboy, reply 17 Quoting Alstein, reply 15 Quoting Frogboy, reply 11 Quoting Alstein, reply 1 Another issue is growth is largely irrelevant as you reach the food caps so quickly. [/quote] I have to second this.
Okay, that was weird. I just updated FE to 1.02 via the stardock store web page and after refreshing SC, FE shows up now.
I went to get the 1.02 update to FE and it is not listed in Stardock Central. I can launch the game fine and it has always been listed in SC. No changes have been made. War of Magic shows up properly in SC. Any ideas? Thanks!
Inquiring minds want to know...
[quote who="CdrRogdan" reply="5" id="3239605"] Consequently since population now provides no resources, once you reach a level 5 city it's only purpose is to provide conquering players bigger cities.. [/quote] I have had zero luck with city growth in several builds. I can't seem to get anything above a level 3 city, even with the all farm type buildings/upgrades.
Until I see the item I named in the game, it gets an F! Kidding...
[quote who="Lord Xia" reply="12" id="3235149"]I think FE has plenty of content, I think with good balance and polish, it could hit near a 90 metacritic. I think the pacing is a bit slow, and I don't like the fragile cities that fall to ruin to monsters that then salt the earth, and I haven't yet seen how balanced late game is, but I like what I see so far. [/quote] I can't understand why this has not been addressed or even commented on by the Devs
[quote who="MidnightsFX" reply="19" id="3226695"] Quoting kapeman, reply 17I applaud your modding abilities, but I, like many others, I am sure, don't have the time to mod the game. The game makes modding very simple, and I believe, at least in my mind, that modding is a way of customizing the game to your liking, if the pioneer spam irritates you then, by all means, there are easy changes. To mod use someones balance mod, you merely nee
[quote who="seanw3" reply="14" id="3226557"] Quoting el_phantasma, reply 13Can problems like pioneer spam, general game pacing or population only contributing to gildar production be countered by balance/polishing stuff? I solved pioneer spam with a simple mod. Doesn't sound like a major problem. I solved game pacing with a slightly more complex mod. Could easily be fixed in the next update. Popula
Shameless bump!!!
There has been a lot of discussion about the mechanics of starting area. I agree with you that this is one of the things that needs attention in Beta 5.
This was supposed have been fixed in .952 and for what it is worth, I have not seen the issue since, even when playing on old save games.
Is there a way to check what spells a henchman has? I tried this on a recent game and could not find a way to do it?