Ignore line 19, the code function adds it, and having spaces after causes flakiness.
Kylere
Also posted on steam (227Steam over there) I wanted longer paced games and the tech/manu sliders are limited even when you adjust them in the XML. I decided to add a multiplier to all the X values in MasterTechDefs.xml and while a global replace could add a 10x/100x etc value I wanted more fine adjustments and each patch updating the core required I do it again. Since I hacked thru it, I thought I would share. The belo
They are in the ship def and blueprint xml, using spawn and spawnbp respectively. Try using apps like Agent Ransack to search for text in the xml files.
Roman Numerals They are a hassle to use, which is why we stole modern maths from the middle east.
Constructors used to require citizens, I suspect that it is why it reads this way.
I've seen this also, but in my case? The module DOES work, but it works the turn after you apply it.
In the file "FederationTechDefs_FED.xml in the user/games/gc3/mods folder replace line 8031 KineticWeapons with FedDefiantTech That will allow FederationKineticAugmentation to follow Federation Defiant Tech (aka FederationKineticAccelerationFocus1) in the tech table Oh yeah, as a specific, it is b
1.2 is far better, with that said... 1. Starbase Management need to be improved, I should not have to click hundreds of times for one tech advance. My wife actually picks on me for this when it happens, I once picked up two techs allowing modules by trade at the same time I finished researching a third. Thankfully the game crashed about halfway though the click fest and I decided not bother playing it out I felt like a tween twitching on a console game. How about an area of e
You could add a tech that improved their beam weapons and make it specific to their tree. I realize it is a kludge but it would simulate the effect of them researching it faster.