kapeman

kapeman

Joined Member # 1671729
53 Posts 347 Replies 15,565 Reputation

Thanks. I wasn't looking in that folder. I have most, if not all, of the DLC, including Retribution. The values on those entities are: MoveCost Global Hyperlane

4 Replies 13,772 Views

If I wanted to change the bonus percentage of hyperlane streaming tech, where in the MasterTechDefs.xml file would I make that change? I have done a file search on the term hyper and can't locate it. Thanks!

4 Replies 13,772 Views

The only thing I can figure is that this bonus was changed in the Worlds in Crisis DLC. Now I need to locate an up-to-date modding guide. Edit: tested with Worlds in Crisis DLC deactivated in Steam and Hyperlane Streaming is still only +500%. So maybe it changed with 4.0?

3 Replies 25,212 Views

I started a new game with a new modded faction and late into the game noticed that +500% was all I could get out of the hyperlane techs. Luckily, I had an old save and saw the percentage on the dimensional observatory was, in deed, +900%. Then I created a new game with a base faction (Altarians) and the hyperlane tech still only showed a +500% bonus. Okay, new game, same faction as the old save game (it was another modded faction) and still +500%.

3 Replies 25,212 Views

I have played a couple of games recently with two new faction mods. One has the tech to bump hyperlane movement up to 900% and to eliminate the distance penalty for shipyards. I don't have those options with another faction mod. I know that each faction has it's own tech tree, but I am having difficulty locating where the proper tech tree is and seeing the values for each tech in the XML files. This only applies to the hyperlane tech. The reason I'm asking is so I can s

4 Replies 24,302 Views

I only have the Dark Avatar add-on. Are their any mods that don't require ToA? Also, all the mod tutorial links are dead in the forums. Thanks!

0 Replies 5,111 Views

[quote who="Alstein" reply="26" id="3285635"] Quoting Frogboy, reply 17 Quoting Alstein, reply 15 Quoting Frogboy, reply 11 Quoting Alstein, reply 1 Another issue is growth is largely irrelevant as you reach the food caps so quickly. [/quote] I have to second this.

79 Replies 273,626 Views

[quote who="CdrRogdan" reply="5" id="3239605"] Consequently since population now provides no resources, once you reach a level 5 city it's only purpose is to provide conquering players bigger cities.. [/quote] I have had zero luck with city growth in several builds. I can't seem to get anything above a level 3 city, even with the all farm type buildings/upgrades.

42 Replies 17,205 Views

[quote who="Lord Xia" reply="12" id="3235149"]I think FE has plenty of content, I think with good balance and polish, it could hit near a 90 metacritic. I think the pacing is a bit slow, and I don't like the fragile cities that fall to ruin to monsters that then salt the earth, and I haven't yet seen how balanced late game is, but I like what I see so far. [/quote] I can't understand why this has not been addressed or even commented on by the Devs

123 Replies 320,699 Views

[quote who="MidnightsFX" reply="19" id="3226695"] Quoting kapeman, reply 17I applaud your modding abilities, but I, like many others, I am sure, don't have the time to mod the game. The game makes modding very simple, and I believe, at least in my mind, that modding is a way of customizing the game to your liking, if the pioneer spam irritates you then, by all means, there are easy changes. To mod use someones balance mod, you merely nee

113 Replies 257,866 Views

[quote who="seanw3" reply="14" id="3226557"] Quoting el_phantasma, reply 13Can problems like pioneer spam, general game pacing or population only contributing to gildar production be countered by balance/polishing stuff? I solved pioneer spam with a simple mod. Doesn't sound like a major problem. I solved game pacing with a slightly more complex mod. Could easily be fixed in the next update. Popula

113 Replies 257,866 Views