tjashen

tjashen

Joined Member # 3503845
109 Posts 892 Replies 28,404 Reputation

OK, so who was the third hire? Besides Shafer and the author guy? Nevermind, found it! Kestral 2040 posted: I've been told I'm allowed to tell you, the third employee is a former SD employee, Jeff Colvin. He is known as dreamer on the forums and has worked with us a bunch in the past. He left before to go back for more

126 Replies 80,291 Views

This story made Ars Technica http://arstechnica.com/gaming/news/2011/01/civ-v-designer-shafer-jumps-ship-to-stardock.ars Also, Shacknews posted this update [Update - 4:40 CST] Stardock has also hired science fiction and fantasy author Dave Stern to "oversee heavy lore implementation into all Stardock game projects."

261 Replies 938,561 Views

As far as implementing an AI 'cheat, I'd suggest bonuses to production, gildar, tech, arcane, etc. Nothing huge (except on ridiculous). Just make the AI 10% better at stuff, as an example. Except on Normal or easy, of course. I want at least one level where things are 'equal'. What would be better for the AI is if it had reasons to trade with players. Tech Trading in GalCivII was a big deal for me, and it'd be nice if we could do that here (with a

90 Replies 178,450 Views

Thanks Heavenfall! I've already tried to get the 'Spell' (the one that grants the Tech) to appear in Sovereign creation. Unfortunately, no dice. Currently, I'm debating methods to remove spell list choice from Sov creation entirely, but compensating by allowing Players to choose spells (and spell lists) right out of the gate. The way I have this set up now, though, there is still a 'subspell' you learn along with the list,

16 Replies 5,822 Views

I've been attempting to work with the editor. While my marble mouse does have four buttons (Logitech), as I don't have a scroll wheel, no zoom for me. A keyboard zoom in the editor would be nice (+ and -, or whatever). One shouldn't have to buy a new mouse just for the editor. Especially since I have a scroll function with said mouse already...

1 Replies 3,523 Views

Quick update for this mod. First off, on the above ideas: 1-3) On the backburner for the moment 4) Making Mobility, Enchantment, Combat and Terraforming available for research. Done, although I haven't checked to see what happens if you've already picked these spell lists in the Sov creation tree. I've accomplished this by creating a new list (KeySpellBooks), which points to 'spells' that give you the associated spell lists, plus a cantrip. Th

11 Replies 29,339 Views

[quote who="Polistes" reply="16" id="2852817"]I will do LOL but seriously they need to just make a tech tree creator like the faction creator for us simpletons like me.[/quote] Agreed. If I have a choice between getting that editor first or the expansion first, though, I'm going with the expansion! Definitely put a bug in the developers ear (you sorta just did), and let them know every so often you'd like a tech tree creator. It can only make the game better!

17 Replies 16,114 Views

I think we need subforums. A LOT of people are posting here these days (which is a good thing), but this also means that things get a little cluttered... Example: The Mods forum. This should break down into at least 3 categories: WIPs and released MODs Questions, Modding tips, Modding discussion Modeling/Maps As for the General forum: <p style="padding-l

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Kenata deserves thanks as well, then. I'm kinda liking my 'weak training spell' idea. Tinkering with that now. Other than bumping the Int requirement through the roof, is there a 'Sovereign Only' tag for spells? No sense cluttering the Champion spell cues if I don't need to... Also, where is this spell list? BasicSpellbook I've been looking for it.

16 Replies 5,822 Views

OK, I applied the tag from the Titan's spell (the one that says 1 . That is supposed to only allow a spell to be cast once. I'm still able to lose mana points from casting it multiple times though (set cost at 1), plus the 'spell' isn't disappearing once I cast it... Edit: I tried changing the variable to OneCastPerGame. No difference...still subtracts mana every time I cast the spell. I cou

16 Replies 5,822 Views

[quote who="Polistes" reply="12" id="2852456"]I got it to work LOL guess use mods got turned off LOL how silly of me. Though the umberdroth tech is not showing... weird. I give up LOL this is way to much of a pain in the ass, I will just set my faction to use the base amarian techs. Again thanks for all the help![/quote] Don't lose faith man! You are almost there! Do check out Heavenfall's mod for ideas. He's kinda an institututio

17 Replies 16,114 Views

One way you can slow down unit production is to increase the time required for various pieces (armor, weapons, etc.) to be completed. Of course, this requires the editing of a LOT of items... 4

10 Replies 3,957 Views

I use the teleport and heal a lot when testing out combat mods. CTRL-T around the map until you find creatures to beat up on, beat up on them, CTRL-H heals you/resets your movement, CTRL-T some more... CTRL_B is nice to get buildings online immediately. It'd be nice if there was a 'Complete Current Research Immediately' option... CTRL-R learns everything at once, which isn't what I'm looking for when testing tech tree advancement...

54 Replies 61,539 Views

I'd suggest a tech that reduces the time to complete structures, or train units. This SHOULD be something that could be done via modding. example: Construction time/2. This might accomplish what you have in mind sorta kinda, without extensive recoding. Something for me to ponder once I get caught up with my own mods. Heavenfall, etc. might have an idea how to do this though!

10 Replies 3,957 Views

The Umberbroth tech isn't part of the Amarian techs as I remember, so if you are using my files, you may need to add it...

17 Replies 16,114 Views

OK, I've done the following: 1) Created a new spell list (CoreSpells_Tomes) 2) Created a new spell to learn (KnowledgeMobility). 3) Successfully learned KnowledgeMobility via the Spellbook interface 4) Cast KnowledgeMobility. Isn't working so far, but... Edit: I saw my mistake! I copied something off of the forums here, and forgot to remove the line #'s... silly me! Result: Success!!!! I hav

16 Replies 5,822 Views

I just got it to work, with just the three files (your race file, tech tree, and techs description). Will upload momentarily. Edit: Just PM'ed you the link to a .zip folder containing the files I was able to get working ingame. I used your tech tree and race file as the base (copied from above), and simply renamed the Techs_Amarian file appropriately (with changes inside). Let me know if those work for ya. No idea what was broken, btw...

17 Replies 16,114 Views

The xml version line I simply cut and pasted from another file. Dunno why it's being fussy either...

17 Replies 16,114 Views

I use notepad. I actually changed the CoreTechs.xml file for a mod (Adventure was changed to lore), which is why I have it included with my custom race. Who knows, I may be going about this the hard way. I ended up having four files for my custom race, and my race works. I am working with your code now. Give me a few...

17 Replies 16,114 Views

[quote who="Pantasd" reply="4" id="2852244"]i think one thing is for sure we get a tactical battle [/quote] Just one though. More battles would take too much time! [e digicons]:rofl:[/e]

40 Replies 22,442 Views

I think a 'grid drop' system for the resources might not be a bad idea. What I mean by this is divide the map into 12 sectors (example: on a 12x18 map these would be 3x6 'megasquares' each). Inside of each of these sectors would be a random seed (say 3 food, 1 metal, 2 materials, 1 or 2 shards, etc.). Each Sovereign would randomly start within one of these sectors. In an 11 player game (10 AI plus player), this would leave 1 sector 'unpopulated' for the Neutral. If

46 Replies 26,145 Views