Valakov

Valakov

Joined Member # 2426417
0 Posts 17 Replies 477 Reputation

Sirmort - exactly the case, the second reward for wildlandsplayer was leveling player controlled faction. wonder if specific creature types could be flagged for upgrades? unit class elemental, construct etc. trying to be minimally invasive for compatibility w whatever mods i add. still, basics work, going to butcher and paste my way to turn 600 or so, progressively adding levels, and if i can figure it out, some stat bonus's as well.

20 Replies 31,451 Views

Yarmyarch? i am trying to do something similar in regards to leveling creatures using the eclipse code as a base. how did you avoid giving the levels to the player as well? edit - figured it out with help, adding wildlandplayer tag to my script was the cause of player leveling. could have saved meself some time if id have searched better and found your mod, ah well, the internets > me with that being said, youve a

9 Replies 15,128 Views

well, that was interesting. strung out multiple code sets, renamed to eclicpse1,2, 3, 4 set the turn time to 5,7,9,11 levels 1 @ 5 2 @ 7 2 @ 9 5 @ 11 small map, normal- moderate across the board. "wildland" areas seem to be gaining exp, but at a slower rate than intended, and some not at all by the looks - edit, after looking at the exp bars, they are, some seem to have much higher exp requirem

20 Replies 31,451 Views

is pretty much what i was thinking for late game, but throughout i am looking to increase the spawns from each already created camp too.. which does look like a butcher and paste job changing the respawn turns. quicky first try on eclipse, will end up renaming each iteration after i figure out how many levels / turn progression [code="xml"] > <span style="font-s

20 Replies 31,451 Views

[quote who="davrovana" reply="6" id="3390582"] Remove the 'chance to trigger' tag, and it becomes 100%. Smaller numbers are less likely, larger more likely. It's a fraction calculation, denominator is defined by random event chance and the values in Elementaldefs.xml[/quote] awesome info, thanks so much. going to start writing it up on me next day off. (or when i finish the current game i am on perhaps) On t

20 Replies 31,451 Views

ah, the wonderful world of working midnights. after looking at the code.. and stil not understanding it, i think what i might do is just copy the eclipse, rename to 1,2,3 etc and set new turns for each iteration. going that route will also allow for differant level boosts at later turns etc. - will also copy the mob type lines and add in the other monster factions. still though, how do i "force" the event to happen, as oppposed to a random chance after turn X? time

20 Replies 31,451 Views

amazingly fast reply, thanks do see that the Eclipse (world gets more dangerous) event/quest is set to 0 - so i am going on the assumption i could set it to 1, but worried it will just zap the chance of other quests triggering. know there is another one that spawns higher level mobs/named later in turn count as well, but cant remember the name for the life of me. if i take the plunge and write my own, woul

20 Replies 31,451 Views

Good Morning, First off - top drawer work on LH Stardock, have been a fan since GC1, still go back to 2 when i get the 4x itch. longest running game burned into my hard drive(s) - still remember when you all were based down the street from my house (wait, was it troy or sterling heights? madison? oy getting old) have ran a few games of LH now, and am starting to get the modding itch, nothing special, just a few tweaks - the first i did was to remo

20 Replies 31,451 Views

cirtain AI personality types seem not to be expanding, you might want to try changing said personality type in the race config file, it helps, sometimes. ive found that personality type 7 when applied to any civ rarely seems to expand. to adjust, just open raceconfig with notepad, scroll down till you see x and change it, the major civs use specific ai personalities, dont know them all off hand, look through the file to g

5 Replies 4,411 Views

hrm, my last reply poofed. great to hear you are still tinkering with it - ive run into the AI rally point stacking bug on a few games, especially for whatever reason on custom maps. dont suppose you could add a xml/notepad type config file that allows editing of some of the hard coded values as well? ie 20k cash cap/earnings drop off, population caps (suggestion for next version of game, planet population dependant on planet quality) etc?

75 Replies 220,629 Views

Hello! 2 quick map editor questions - ive desided to start messin' aound with the tools a bit, and ive got it im my mind to set up a long, slow, Minor Ascendant type map, giving the Minor's significant bonus's in the race file, and new personality types so they will better be equipped to spread out. anyhow, questions! 1) is there a way to Disable the nebula / star backround in the map editor? replaceing it with a flat black

8 Replies 5,988 Views

Eh, i'd just like to see it scale a bit depending on Map size, say start out at 20k for tiny/small maps (would you ever reach it?) and scale upwards by 5-10k each map size thereafter. Perhaps if the leaseing options do get revamped at some point, this will help for the massive upgrade all costs on the larger maps. from there, i would like to see the negitive 500 rule scale as well depending on map size, to perhaps add an additional 500 per map size above small. (so abou

16 Replies 19,792 Views

sounds good, id like to add Ai needs to create more transport ships for invasions. large, huge and Immense galaxy maps could use a ship range reduction to make them "feel" larger. being able to reach 20-25% of the map with the innitial ships just seems odd. when ships are gifted/sold to other civ's or to the player, have them appear near that civ's home planet, - many times these ships just become decommission fodder for the player, or a dr

125 Replies 387,971 Views

just a quickie - i dont know if anyone else does this, but at times, when messing around with modding, i like to jump start the galaxy with control L - which, for those that didnt realize, splits up the planets in the galaxy relatively evenly between the civs. the request is, currently it only gives 100m population per planet, creating an instant economic problem. could it possibly be arranged to have this feature set to 1b population at some point please?

1 Replies 3,197 Views

pet peave request - Objective- When a civ "gifts" ships to another civ, have those ships warp to the nearest planet of the recieving civ, which is then reset as the ships "home" planet. The reason for this is when the AI is given ships, most of the time it unfortunately does nothing with them or sends them on a futile cross map voyage, or in the case of when the player is gifted, the ships are so far out of the current theater of war that the only real use for them is decommiss

242 Replies 395,353 Views

planetary logistics could use a look-see still. having the "base" logistics of a planet = 1/2 or 1.0, with buildings to increase this amount would allow the AI to defend its planets much better. as it stands AI planets have a tendancy to be XP farms for fleets, with only 1 ship being engaged by your whole fleet at a time. this would also allow the ai to build better defenders in general, with the assumption that they will be in fleets.

72 Replies 162,482 Views

Thread has turned into a monster. 1) ship "range" needs to be decoupled from galaxy size, or allowed to be modded in the xml. One of the reasons an immense galaxy doesnt quite feel so immense is becasuse of this scaleing. (to see it in action, load a small galaxy, check your survey ship's range, then an immense and do likewise. Immense galaxies would feel alot more epic with the vastness of space being, well, vast) 2) Ship give-a-ways - when a civ gives another a few ships, to

274 Replies 737,365 Views

[quote] love to see a "focus all" hotkey in the planet listing That could be a real drag for big-game players in the event of a fingercheck. Unless it comes with an Undo, which I seriously doubt is plausible in the GC2 engine. Maybe there's room for a new button set, or perhaps a mouse+key function like a CTRL+click. [/quote] Aye, is what i was thinking, specifically for the Large/gigantic galaxy crowd.. there are times such as when you get industr

29 Replies 156,121 Views

love to see a "focus all" hotkey in the planet listing, for those times where you want to speed build improvments, or boost research etc.

29 Replies 156,121 Views

probably even more code to do.. but if RequiresHullType cant be done, how about a Minimum/Maximum Capacity qualifier? - a bit more flexible for modders, if akward, but essentially does the same thing, limit modules to hulls, allowing for more Tech tree options and ship varience.

13 Replies 3,763 Views

Ah, for some reason i thought that the Catagory tag would be where RequiresHullType could be pointed at, but now that im looking at various mods, some indeed use differant names.. hrm. still, thanks for the reply to the idear, mayhap ya'all can bounce it around a bit. - being able to seperate modules to hull types, if even just setting up a new line to the extent of primary type (1-6 for the basic ship types, modded or not, they will end up falling into those basic catagor

13 Replies 3,763 Views