Tiers are set at 8 as far as I can tell. You can change the number of labs required to research a tier via tierLabCount-x as shown above. Using the "Tier X" statement, you can change the tier of a specific research subject, which uses the tierlabcount to determine how many labs are required. You could set all fleet research to tier 8 for example, meaning nobody does fleet research early. You could also force multiple iterations of each level, or high prices,
TEKEL59
[quote]I ran into similar symptoms when I changes the Map Size slider on the custom maps. Sliding it back to the small end restored playability on a specific map I was having issues with.[/quote] [quote]I ran into similar symptoms when I changes the Map Size slider on the custom maps. Sliding it back to the small end restored playability on a specific map I was having issues with.Well, the odd thing is, I was playing on a 60 - 70 planet 1 star map if I recall (With 10 unfair AI teamed a
I ran into similar symptoms when I changes the Map Size slider on the custom maps. Sliding it back to the small end restored playability on a specific map I was having issues with.
[quote]This popped up earlier:Can we merge bailknight_graphicmod with sins plus???Because i realy want to use both of them! Just download them both , install the Sins plus mod then extract JUST the particles and mesh folder from the bailknights graphic mod over to sins plus mod folder. I haven't tried this, but I think it works.[/quote] It works just dandy ;)
[quote]I am finding more and more colonies that die from stupid spending, or "saving" for a path/priority that will take 100 years, or some other brain dead reason that I can not cipher.I played vs 4 random tonight, easy/norm/hard/unfair, after about 2 hours with no contact, I log out and find all have basically flat line economies. Follow up: I turned recording back on and looked around. All 4 failed to place a single metal extractor. I am mystified at how they got enough starting fund
[quote]I am finding more and more colonies that die from stupid spending, or "saving" for a path/priority that will take 100 years, or some other brain dead reason that I can not cipher.I played vs 4 random tonight, easy/norm/hard/unfair, after about 2 hours with no contact, I log out and find all have basically flat line economies.[/quote] Follow up: I turned recording back on and looked around. All 4 failed to place a single metal extractor. I am mystified at how they got enough start
I am finding more and more colonies that die from stupid spending, or "saving" for a path/priority that will take 100 years, or some other brain dead reason that I can not cipher. I played vs 4 random tonight, easy/norm/hard/unfair, after about 2 hours with no contact, I log out and find all have basically flat line economies.
Better AI. I noticed today playing a small random (asteroid heavy) map vs Random Unfair TEC... I found the opponent home, they had also colonized a desert and the nearby asteroid. NONE of the metal or crystal nodes had Extractors, but there were FIVE Military Labs built. Looks like they ran out of money when they got 1 Colony, 6 Cobalts and 1 LRM built, and did not have a dime to spend on getting more metal or crystal. Bad priorities, wish I knew exactly which build i
Mitigation and regen basically balance each other out. The only question that matters is, Can they shoot ? Focused fire puts enemies out of commission. Spread fire allows extended enemy effectiveness. Put them DOWN. Damage vs effective damage. The object is to lower opponent dps to zero first. The quicker you build an advantage the better. 10 vs 10 focus loses no more than 2 or 3, mostly depending on how long it takes to retarget. Not even close. <br/
I have played several 3xUnfair unlocked games and have yet to see anything other than FFA. (I also ignore ALL diplomacy requests, so you would think I would be more vulnerable to getting ganged up on). Not seeing the same results here.
Thanks for uploading, I will play it this weekend !
Very appreciated !
PLEASE post this somewhere on the net that works. There are only a gazillion places to put this file where it will be instantly available.
I play everything at snails pace, cruel tax rate, 30% upkeep on initial fleet, etc, etc. I also ignore the black market. Set the metal and crystal to 50000/buy and 10/sell and forget about it.
This sounds like something I would enjoy. All my tweaks are to slow things down or cap ships at about 200 or so. I will try it as soon as it is available for download again.
[quote]While I won't say Vista is perfect, no OS is perfect - all of them have problems. But I would say Vista is better than XP. I have had both a noticeable speed increase on my system, as well as no drops in performance for my games[/quote] On the same machine this is totally laughable. XP will run circles around Vista on the same HW. If you want to see how your 2GB XP machine will run Vista, take out half your ram and that is a pretty good preview.
It would be extremely nice if the Modding Pack reference data could be redistributed as 1.03 text instead of binary. There are a number of my personal tweaks that are in limbo now. Do I keep the new binaries and their unknown differences, or do I throw them away and possibly break something by using OLD reference files with my tweaks. Update reference files for 1.03 please. This may apply to the mesh and texture stuff as well, I have no idea.
[quote]Actually, it is that easy.I added it to Uzii's mod. I have my own tweaks in the various gameinfo files, so I didn't even install that part of the effects mod.I just put the mesh and particle folders into Uzii's.[/quote] Same here. Particles and Mesh alone over top of Uzi's is VERY nice. I would have used some of the Gameinfo stuff, but all the changes were in BIN format, which means if you use them personal changes are locked out. It would have been much better to leave