Search found 94 matches
- Wed Mar 30, 2011 4:05 am
- Forum: Fixing it ourself
- Topic: Some interesting results after heavy tweaking
- Replies: 94
- Views: 345464
See below: This makes sense. They should have a self-sufficient, though not too big, such garrison on the planets they have an agora on, so they have a less marginal role in the game. How about Leagueheim? Are the sceptors well defended? And what about Holy Terra? Do you think the freed up slots fro...
- Thu Mar 17, 2011 7:09 am
- Forum: Fixing it ourself
- Topic: Some interesting results after heavy tweaking
- Replies: 94
- Views: 345464
Yes, things are running smooth with such Ruins. I'll keep an eye on them but it seems all's well. I've actually run into that same problem in my test run, though later in the game. At first the warlock actually gave me techs (at least the one I was researching at the time), but later I didn't seem ...
- Tue Mar 15, 2011 6:34 am
- Forum: Fixing it ourself
- Topic: Some interesting results after heavy tweaking
- Replies: 94
- Views: 345464
Are alien ruins still working normally for you? I haven't noticed any problems with them during my tests. The League may or may not restock your planets on a regular basis. It depends on what wars they may be waging (to an extent), what hostile ships might be along their route (Symbiot fleets), and ...
- Tue Mar 08, 2011 12:39 am
- Forum: Fixing it ourself
- Topic: Engineers not produced by AIs - the reason why!
- Replies: 3
- Views: 22684
I'm quite certain the AI can buy from Agoras, though I'm not sure what circumstances are required before it will do so. On the other hand, I could be thinking of the League using up Agora resources when it runs out on Leagueheim (not really a problem in this mod). I don't know if the AI would handle...
- Tue Mar 08, 2011 12:22 am
- Forum: Fixing it ourself
- Topic: Some interesting results after heavy tweaking
- Replies: 94
- Views: 345464
I'll test the alien ruins and see what happens. Which planets did you check the ruins on? Well, an update to the map would be a wise idea for this version of the mod, since the first release of the revamped mod won't be for well over a year or more. I need to at least add rebels to the empty planets...
- Sun Mar 06, 2011 11:56 pm
- Forum: Fixing it ourself
- Topic: custom techs per house + techs questions
- Replies: 2
- Views: 18905
Re: custom techs per house + techs questions
Is it possible to give from the start a tech to an house and not another? At worst, can we parameter what is given as bonus tech by the traits like ancient documentarium so it can be given to a specific house? This would allow custom units, as only the house having the tech could build them... Nope...
- Sun Mar 06, 2011 11:46 pm
- Forum: Fixing it ourself
- Topic: Engineers not produced by AIs - the reason why!
- Replies: 3
- Views: 22684
Re: Engineers not produced by AIs - the reason why!
I'm not 90% confident that I identified the cause that in some cases prevent the AI don't build engineers ... Because they need food. And the AI don't keep up with food production, period! With a usage of 10 per city (not moddable, or I have not found it where) plus 1 per units (and it likes to mas...
- Sun Mar 06, 2011 11:37 pm
- Forum: Fixing it ourself
- Topic: Some interesting results after heavy tweaking
- Replies: 94
- Views: 345464
Thanks a lot for your replies. Is there any possibility to see a mod update with units added on those planets? I guess the game will be much more enjoyable as it was trying to set up a hold on Criticorum. Although the latter is hard to conquer until strong units are available, having different rebe...
- Sun Mar 06, 2011 9:11 am
- Forum: Fixing it ourself
- Topic: Activating the Vaus
- Replies: 2
- Views: 19513
I doubt they can produce anything without a hack like the Symbiots received in the modified Hyperion exe, unfortunately. The AI should fight them if Vau units are near theirs (and at war), though an AI invasion of Vau territory is unlikely. To trigger a war, add some Vau units with high camo near Ho...
- Sun Mar 06, 2011 9:01 am
- Forum: Fixing it ourself
- Topic: Some interesting results after heavy tweaking
- Replies: 94
- Views: 345464
Re: re: problem with tweaks
Some serious activity happening here! I'll answer all three posts in one, so read on. Of all the mods/tweaks, i've thus far enjoyed yours the most. I've played through twice, once with hazat, and once with Hawkwood. Both times I got a rather significant way through the game, having filled what would...
- Wed Nov 24, 2010 11:56 am
- Forum: General Stuff
- Topic: Buying Options
- Replies: 2
- Views: 19229
I don't know if you're still looking or what country you're ordering from, but Amazon has some listings here . You're looking at spending quite a bit, though, especially if you want a complete copy in the box. Ebay has a few listings here , but none of them appear to have a box. I'm afraid I don't k...
- Wed Nov 24, 2010 11:26 am
- Forum: Fixing it ourself
- Topic: Some interesting results after heavy tweaking
- Replies: 94
- Views: 345464
It's about time for a progress report, so here we go! The map: The previous map was a bit too random in unit placement; an entire stack of elite tanks here, a half-and-half stack of green infantry and artillery there, etc. Now, the map has a lot more unit mixture. There are full stacks, partial stac...
- Sat Jul 24, 2010 2:48 am
- Forum: Opponents wanted
- Topic: New Emperor of the Fading Suns Game (Nova?)
- Replies: 75
- Views: 347078
You don't need to do anything with ruins other than place them, actually. The rebels and rewards within are semi random, picked from whatever list the ruins use. One game with a newly placed ruin might see a few garrison units and a couple starships, while the next might see a noble and power armore...
- Wed Jul 21, 2010 12:39 am
- Forum: Opponents wanted
- Topic: New Emperor of the Fading Suns Game (Nova?)
- Replies: 75
- Views: 347078
- Tue Jul 13, 2010 11:17 pm
- Forum: Fixing it ourself
- Topic: Stable EFS Editor
- Replies: 11
- Views: 43796