synergy09

Question about conversion of unused resources

Question about conversion of unused resources

1. Manufacturing, Research, Military: What if, say, I have the military slider set to 50%, but I don't have ships being produced on all planets. Are the BC's wasted?

2. If they are, what's the best way to deal with this? I'm finding it very tedious to adjust the resources on all my planets (20+) every time I change a slider (which is a lot). Even using the Colony Manger tab it gets to be a chore.

34,004 views 33 replies
Reply #26 Top

Unused, funded military is not transferred to social.

Hmm, pretty sure it's supposed to be. Apologies for the confusion.

Reply #27 Top

Quoting Sole, reply 20

I'm assuming those with Super Adapter can be given another ability much the same way you can add techs?
Not really, no.

You can change the SA, but the SAs are hardcoded; you can't add/edit one.

What about this, from a modded RC.xml file barring any Customization points leftover...

        <COLONIZEHEAVYGRAVITY>1</COLONIZEHEAVYGRAVITY>
        <COLONIZEWATERWORLD>1</COLONIZEWATERWORLD>
        <COLONIZETOXIC>1
</COLONIZETOXIC>
        <COLONIZEBARREN>1</COLONIZEBARREN>
        <COLONIZERADIOACTIVE>1</COLONIZERADIOACTIVE>

Reply #28 Top

It seems now that if I select a race as my own, the techs and any other changes sometimes go away.

You've just got bitten by what i call the race files backup snoop.

Every time you alter a stock race (by fiddling with any settings during the setup phase), your C:\Docs.. folder receives an 'opponent like' but still valid individual race file (which is, for modders at least, an extremely precious reference to have handy for later manual edits).

The side effect is that when you go select the maxed 9 AI races to play against, any of these extras are replacing what default values are usually loaded through the main RC.xml.

Every time you start new games, these files are resilient unless simply deleted from C:\Docs.

Reply #29 Top

Zyx's method probably works better.  The AI shouldn't bother researching the techs, although it might, and really at that point you can remove the techs themselves from the tree if you'd like, as the bonus can and does operate separately from them.

Quoting kryo, reply 1

Unused, funded military is not transferred to social.
Hmm, pretty sure it's supposed to be. Apologies for the confusion.

Perhaps it was originally supposed to, but since the game works the same way in that aspect from DL 1.whatever all the way up to TA 2.02, I'm guessing it wasn't a high priority, assuming that was the original intent.

No worries, though.  :)

Reply #30 Top

Found the necessary files and deleted them. I did see that every time you start up the game they reappear, but I just deleted all save the ships folder (since I have some custom ships in there) and started a new game, and saved it. I went back and all the files were there again. I guess I'll just have to delete them every time I start a new game. No big deal as my games tend to last a long time.

Awesome. Thanks again.

Reply #31 Top

Why the Yor, if you don't mind my asking?

Best balance of Tree with starting abilities. I don't like that they do not get much in the way of Diplo techs striaght off the bat, but thats easy fixed in game.

Yor with Hive is a great combination. The Yor Manu is good for an all factory game with Hive, if you have the econ to fund it.

Also, i just like the stroy of the Yor. Many races i create are based somewhat on the premise of enslaved robots seeing revenge on their creators/masters.

Reminds me of the Klikiss Robots.

Reply #32 Top

Best balance of Tree with starting abilities.

Oh, so you're talking the Yor as a package, then?

I was just talking about the trees...