Gauntlet03

Gauntlet03

Joined Last seen Member # 847148
263 Posts 1,096 Replies 2,484 Reputation

Why would Nexus/Vortex bother? GC mods number incredibly few and most are not updated for Retribution. Unfortunately the modding fruit died on the vine so-to-speak a long, long, time ago. If SD would like to reinvigorate the modding community, they'll need to pick up the baton and get it rolling in my opinion.

28 Replies 48,716 Views

To quote Frogboy in another thread: "If someone wants to start up a thread with say 5 *simple* things we could do to make mods more robust and tradeable, please do so and I can ask Cari, our lead developer, to see how doable they are." As (most likely) the longest running/surviving mod/modder, I feel a certain mantle of responsibility to try to answer this question. The challenge though, is knowing what is or is not simple... I'll do my best.

28 Replies 48,716 Views

[quote who="lyssailcor" reply="6" id="3744141"] I don't know whether that is now a post in favor or against the Retribution changes [e digicons];)[/e] [/quote] It's both. Retribution was in my opinion a good balance change overall... but it's a balance correction that shouldn't have been necessary in the first place, and we are paying a high premium for it. In my opinion it definitely feels over-priced. I really don't like that this expansion came with no new

9 Replies 31,619 Views

As an aside... for my own opinion, the feeling of everything being "one off", "special", or "instant" is starting to grate. Civilizations don't spawn armies out of thin air because they get a good general... certainly not modern-day civilizations. We manufacture tanks, planes, guns, etc. and that all needs planning and money to sustain. No amount of "commanding" doubles the maximum movement of a space ship. Empire's are not stopped from Declaring War because of some ideology m

9 Replies 31,619 Views

To a certain extent the negativity is predictable. People do not generally like change... especially change that can be perceived as "subtracting" rather than additive. Retribution mostly "adds" by first subtracting. In order to "add" cargo ships that would make sense and be useful and further justify HyperGates as a early-game tech/etc. they needed to "Subtract" production. They chose to do so by subtracting the population growth that created that production. Many buildings a

9 Replies 31,619 Views

Working on industrialists now... SB Mining Module that reduces mining, penalizes morale and influence of planets, but increases all construction for those planets SB Mining Module that doubles mining rate, but penalizes planetary morale and influence. SB Econ Module that increases shipyard construction. Ship component that costs an admin but increases social construction of colony it orbits. Alternative to Cargo Ships. -More to come.

1,416 Replies 4,494,906 Views

Was the custom civ from when you used to play? Or a brand new custom civ? Are you on version 3.5? 3.5 had some troubles with this sort of thing. You will want to be on 3.6. Also "enable mods" might help if you have not enabled mods already.

7 Replies 23,001 Views

[quote who="ScrivenerOfLight" reply="13" id="3743790"] Quoting Gauntlet03, reply 9 Personally id rather my planets just be finished. Planets without projects simply should be by happier. They're done. Lol I'm mostly joking... Mostly. So a morale project set to repeat? [/q

18 Replies 68,568 Views

Alrighty. Done with Isolationists. They get some hardcore bonuses to homeworlds and -80% to all other worlds to most stats. They also get ship components for orbital labs, research, and mining. They also get a one of a kind +1000% sensor range to homeworld ship component. That with the crazy terraform techs I think makes it feasible to play a one-world empire. I'll probably add a lot more to these later, but for now I think its enough to feel really special. I should note that

1,416 Replies 4,494,906 Views