brianfreud

brianfreud

Joined Member # 666078
2 Posts 8 Replies 74 Reputation

Sounds fine to me. On yours, the only suggestion I would make is to be really careful where you're putting the heavy early -'s. I've noticed with mine, I forget offhand the name of the tech, but the initial one which allows for larger fleets... I have a heavy negative there - I've noticed you'll get one or two civs which research it, and take the penalty, but the others will tend to want to trade around that one tech, not taking it. Only way to force civ's to take the penalty was to make the

9 Replies 6,013 Views

Actually, I've tried, but the MV always rejects my attempts to login and submit. So I quit bothering - and to be honest, no offense to anyone, but I don't really care where my standings are, just how fun the game is for me to play. One side effect I've noticed from this mod is that the minors seem to take a much more active role - I've seen major races declare war on minors much more often now, except the minor races actually seem to adapt pretty well- they go for mostly weapons and ar

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I spent 3 or 4 hours the other day pushing the XML code to the extreme, to see how I could make use of this. My mod is now in beta testing - just needs people to play test it, to make sure it's not unbalenced. I also can use any suggestions for additons. Drop me an email at brian.brianschweitzer@gmail, and I'll send you a copy. It makes use of many techs with multiple (and overlapping multiple) requi

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I use the tinys all the time, actually. I use them as scouts in the early game - long range, to try and contact every other race as early as possible. When I have, I set them all to auto explore. By the sensors 3 stage, my economy's pretty good, and I can upgrade them to survey scouts. They're spread all over the map, so even though I could make bigger, faster survey ships back home, the scout that's already on the other side of the map will still get to the anomaly faster than the small hul

54 Replies 28,387 Views

Argg, the XML tags got stripped... Changing the braces to parenthesis, hope you get what I mean... Example 1: (Propulsion ID="ImpulseDrive") (Group)Impulse Drive(/Group) (DisplayName)Impulse Drive(/DisplayName) (Cost)400(/Cost) (Description)blah(/Description) (Details)blah(/Details) (Requires)IonDrive(/Requires) (Model)hyper320(/Model) (

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Stumbled onto this while trying to iron out a bug in my modified tech tree... Still no way I can find to trick the XML tech tree parser into allowing multiple requirements, but I did find a way to force it to allow "and/or" techs - ie, optional branches, where you can bypass a tech. Now, normally you could do this by doing, for example: Space Weapons --> Beam Weapons --> etc |_______> Rail Guns --> etc and there'd by no point. But what if, say, I wanted t

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Ok, perhaps I'm the odd one around, but I found GC2, and then DA, easy, even at the suicidal level (and even when I went in and modified the AIs from 170% to 200%, and set ALL at max cpu). The problem was, the AIs were too predictable. I could tell they had the potential, but the way the tech tree was set up, the AI would go for colonization techs, while swarming out colonizers. The techs were cheap enough, within a ten or twenty turns, even on a gigantic map, the AI had hit all the

9 Replies 6,013 Views