Peter1x9

Peter1x9

Joined Member # 4337608
1 Posts 110 Replies 868 Reputation

There's a problem with the wraith combat tech tree. The two lower sections are merged into one and it won't let me do some of the research. Clicking on the buttons does nothing. I'm using Avatar's entity.manifest to get it to work on 1.2 (thanks for making that!). It runs perfectly other than the wraith research.

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That stinks about the AI and game engine limitations for dreadnoughts. The current system is definitely the best way then. The reason I posted that code above: would the game engine allow you to give a planet 0 tactical slots with 0 upgrades? If possible, I was thinking you could do that for planetbinary instead of having to rely on autoplace, using something like this code (note that there is only one stage count with 0 tactical slot counts): <p

1,681 Replies 4,213,054 Views

Two additional suggestions: Would it be possible to make the orbitalcaptialshipfactory bigger, make the dreadnoughts buildable from there, and remove the orbitaldreadnoughtfactory? Of course, the dreadnoughts would be way more expensive and take a larger slotcount than a cruiser. Or (if possible) make the orbitaldreadnoughtfactory buildable and make dreadnoughts buildable from it (instead of being a castable ability). As for the binary planet, couldn

1,681 Replies 4,213,054 Views

Great mod! I really like the new races and planets. Being a fan of the new Battlestar Series I really liked the trade coalition. The Norlamins are my favorite though. I'm really looking forwards to the next release. I noticed a few minor bugs or things I didn't like. The bugs: I just read that making the Binary planet gravity well unbuildable was intentional but I saw the AI building there just fine. It might b

1,681 Replies 4,213,054 Views