Search found 7 matches

by Niels
Fri Jun 24, 2016 3:51 am
Forum: Design and Modding
Topic: Unleashed Extended I & II
Replies: 248
Views: 16120

RE: Unleashed Extended I & II

<t> Yes, I should do that... The more challenging the better indeed. [8D] However, I wonder at which difficulty setting this mod was mostly tested. My first guess would have been that at normal difficulty setting more money helps the AI more, but at very hard/extreme I would not have guessed so: it ...
by Niels
Thu Jun 23, 2016 5:19 am
Forum: Design and Modding
Topic: Unleashed Extended I & II
Replies: 248
Views: 16120

RE: Unleashed Extended I & II

<t> Retreat: You seem to have given this mod a lot of thought! [:)] Recently, I wanted to try this mod having changed most values in goverments.txt back to vanilla, because I didn't like the idea of having vastly higher income (I only really liked the change of the leader replacements chances here; ...
by Niels
Mon Jun 20, 2016 9:42 am
Forum: Design and Modding
Topic: Research Unleashed - Version 2.2
Replies: 195
Views: 10624

RE: Research Unleashed

<t> Sorry, not working. Negative research race bonus is simply not working with only txt editing. Disallowing all standard 8+ techs for Mechs, and maybe give them their own tech branches in return for a vastly higher research cost maybe a better idea?! I will look if a special tech might allows for ...
by Niels
Mon Jun 20, 2016 9:18 am
Forum: Design and Modding
Topic: Research Unleashed - Version 2.2
Replies: 195
Views: 10624

RE: Research Unleashed

<t> That makes a lot of sense. Not vague at all.... [8D] I think that is easily solved though. Just make sure none of the power techs are level 7, and<br/> give the Mechanoids a huge penalty to science (and/or disallow cetrain high level techs for them), maybe even 90% or so. Not the most elegant th...
by Niels
Mon Jun 20, 2016 4:29 am
Forum: Design and Modding
Topic: Research Unleashed - Version 2.2
Replies: 195
Views: 10624

RE: Research Unleashed

<t> Ouch! I am afraid you are right. Humans can simply adapt far easier to different lab outputs if you can't create different design templates (maybe something clever can be done with the size of the labs, but even then humans will probably perform better, although the AI bonuses at very hard and e...
by Niels
Sun Jun 19, 2016 6:08 am
Forum: Design and Modding
Topic: Research Unleashed - Version 2.2
Replies: 195
Views: 10624

RE: Research Unleashed

<t> Thank you for your answers.<br/> <br/> Ah Stellaris! The announcement of the game weirdly enough retriggered my interest in Distant Worlds... Although I do consider many elements of CK 2 as absolute brilliant ideas, <br/> and I did like EU3 very much, I am also very annoyed by the amount of DLC ...
by Niels
Fri Jun 17, 2016 6:26 am
Forum: Design and Modding
Topic: Research Unleashed - Version 2.2
Replies: 195
Views: 10624

RE: Research Unleashed

<t> Hello, I am new to this forum after returning to DW after a long break having not so much experience in general. I notice I like thinking about game mechanics more than actually playing games nowadays. [&:] Therefore a first post in the modding section... Despite my lack of experience, I lik...

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