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RE: Tech Pre-Requisites

 
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RE: Tech Pre-Requisites - 6/13/2017 11:44:00 PM   
MatBailie

 

Posts: 25
Joined: 11/9/2014
Status: offline

quote:

ORIGINAL: Sabranan

Looking at it it does seem odd that you could research Advanced Colonization without having researched Colonization at the very least!

Leaving that aside though, I would think to do what you want you'd have to remove Enhanced Scanners as a parent of Stealth, then make an intermediary tech with Far Sight Discovery and Enhanced Scanners as non-obligatory parents. Then just make said intermediary tech an obligatory parent of Stealth. That does mean either having a project that has a parent on the same tech level (which looks a bit weird), or increasing the tech level for each tech after Stealth to make room. That would of course change research costs for Stealth and the 7 following techs you'd have to shift over, but you could correct for that with the Base Cost Multiplier.


Yeah, I thought about introducing an additional node where all of the parents are optional, and then make that a mandatory parent of Stealth. But it would have to cost 0 to not impact the other races. And not make any of the other techs change in cost. Even then, it would be, umm, less than elegant?

Maybe I'll play with cost modifiers tomorrow and see if I get any bright ideas.

(in reply to Sabranan)
Post #: 961
RE: Tech Pre-Requisites - 9/4/2017 7:27:18 PM   
rmse17

 

Posts: 6
Joined: 12/14/2014
Status: offline
Hello, I just installed the 1.05 extended AI mod, started a new custom game in pre-warp time. I payed protection money to the initial pirate contact, just to have that ship come back a few days later and destroy my ship yard and all 3 research bases. Is this a bug with the mod? I thought paying protection to a pirate faction means they protect me and not attack me, at least that's how it was in vanilla universe. What should I do??

Thanks!!

(in reply to MatBailie)
Post #: 962
RE: Tech Pre-Requisites - 10/23/2017 3:44:14 AM   
OrnluWolfjarl

 

Posts: 11
Joined: 10/20/2017
Status: offline
I've never seen that happen. You either experienced a rare glitch, or there were 2 pirates and you only payed one of them.

(in reply to rmse17)
Post #: 963
RE: AI Improvement Mod (1.05 Extended Release) - 1/31/2018 10:16:00 PM   
Shogouki


Posts: 144
Joined: 8/11/2013
Status: offline
Hey Ice, what bonuses does the AI get on the last two difficulty settings?

(in reply to Icemania)
Post #: 964
RE: AI Improvement Mod (1.05 Extended Release) - 1/31/2018 10:49:57 PM   
Retreat1970


Posts: 646
Joined: 11/6/2013
From: Wisconsin
Status: offline
Unknown. Isn't mod able. Maybe Bacon could.

(in reply to Shogouki)
Post #: 965
RE: AI Improvement Mod (1.05 Extended Release) - 2/1/2018 4:12:55 AM   
Shogouki


Posts: 144
Joined: 8/11/2013
Status: offline
Err what?

(in reply to Retreat1970)
Post #: 966
RE: AI Improvement Mod (1.05 Extended Release) - 2/1/2018 2:19:38 PM   
Hattori Hanzo


Posts: 566
Joined: 3/21/2011
From: Okinawa
Status: offline

quote:

ORIGINAL: Shogouki

Err what?

it means that "Difficulty Settings" are not a moddable thing.

maybe only Roger Bacon (with its Bacon mod) can do something to modify that settings.

(in reply to Shogouki)
Post #: 967
RE: AI Improvement Mod (1.05 Extended Release) - 2/1/2018 9:41:38 PM   
Shogouki


Posts: 144
Joined: 8/11/2013
Status: offline
Huh, I could've sworn I had seen Ice mention what exactly they did a long time ago. Ahh well, thank you.

(in reply to Hattori Hanzo)
Post #: 968
RE: AI Improvement Mod (1.05 Extended Release) - 2/2/2018 9:27:27 PM   
RogerBacon

 

Posts: 466
Joined: 5/17/2000
From: Miami, Florida, U.S.A.
Status: offline

quote:

ORIGINAL: Shogouki

Huh, I could've sworn I had seen Ice mention what exactly they did a long time ago. Ahh well, thank you.


I posted it here long, long ago.
http://www.matrixgames.com/forums/tm.asp?m=4148121&mpage=1&key=�

Here is the contents.

quote:

ORIGINAL: RogerBacon

The factors for difficulty levels are ( 0.7, 1.0, 1.25, 1.6, 2.0) from easiest to hardest.

The player's war weariness, and corruption are multiplied by the difficulty factor.

The player's research rate, mining rate, population growth rate, targeting factor, countermeasure factor, colonyship build speed, and colony income factor are divided by the factor.

(in reply to Shogouki)
Post #: 969
RE: AI Improvement Mod (1.05 Extended Release) - 2/2/2018 11:37:40 PM   
Shogouki


Posts: 144
Joined: 8/11/2013
Status: offline
Ahh my apologies, for some reason I thought that it was Ice that posted that. Thanks very much for the info!

(in reply to RogerBacon)
Post #: 970
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