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primem0ver

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@Daedwartin

I believe I fixed all the issues you mention. I settled for "Massive" black hole instead of supermassive. You will need to test the custom empire locations. I added the "custom_empire" usage which seems to be what you were speaking of. I believe this will solve the problem. I have not yet learned how to pick a custom starting location yet. However I did test the "Sol" empire starting option and the solar system looks fine now.
 

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There is still an issue with the code that causes monster "reproduction". For some reason the flags that I have created and confirmed exist early in the game do not exist later and this is causing monsters not to spread. I am looking into the problem.
 

Daedwartin

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There is still an issue with the code that causes monster "reproduction". For some reason the flags that I have created and confirmed exist early in the game do not exist later and this is causing monsters not to spread. I am looking into the problem.
Check to see if it is being cleared by surveying. That might potentially be doing something.
 

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Check to see if it is being cleared by surveying. That might potentially be doing something.
Hmm... that might be useful except that I do not see why that would cause a flag to go missing on a country. (I flag the crystal countries when the game begins so that I can tell their colors apart).
 

Daedwartin

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Hmm... that might be useful except that I do not see why that would cause a flag to go missing on a country. (I flag the crystal countries when the game begins so that I can tell their colors apart).
Then check your events. You might have accidently cleared something.

Also, Brownian Giants don't exist. They should be called Brown Dwarf Stars or just Brown Dwarfs. Also, I have permissions set so they can have habitats, but also be flagged as a star. However, no Dyson Spheres for them.
 

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Then check your events. You might have accidently cleared something.
I am checking, but I am thinking the game is responsible somehow. I am beginning to wonder if all country flags are on a timer. I will probably need to use a different method.

Also, Brownian Giants don't exist. They should be called Brown Dwarf Stars or just Brown Dwarfs. Also, I have permissions set so they can have habitats, but also be flagged as a star. However, no Dyson Spheres for them.
Yes I know. They are informally called Brown Giants when speaking in terms of planets and the names you gave above when speaking in terms of stars. Technically when a brown dwarf exists in a system with another star, sometimes they are called Brown Giants. "Brownian Giant" is a convention I used to keep people from getting confused though I suppose it is simple enough. I actually explain this in the pdf files I created. Perhaps I should put it in the description? Or perhaps I should just call them Brown Giants or Brown Dwarfs?
 

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Monster update:

I found a way to get the monster code to spawn new monsters properly. I am now testing it in my own game (as well as the other monster code to make sure it is working correctly). I will post when I have confirmed it is working and have removed any additional issues I can find.
 

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Monster Update:

Monster spawning and expansion is now fixed. I have confirmed that it works (I witnessed a spawned monster move across my empire and settle in a system close to my homeworld). I am still testing the monster code but I think the big problems are now out of the way.
 

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I am checking, but I am thinking the game is responsible somehow. I am beginning to wonder if all country flags are on a timer. I will probably need to use a different method.


Yes I know. They are informally called Brown Giants when speaking in terms of planets and the names you gave above when speaking in terms of stars. Technically when a brown dwarf exists in a system with another star, sometimes they are called Brown Giants. "Brownian Giant" is a convention I used to keep people from getting confused though I suppose it is simple enough. I actually explain this in the pdf files I created. Perhaps I should put it in the description? Or perhaps I should just call them Brown Giants or Brown Dwarfs?
Brown Dwarfs works best because this allows for them to not have to be always orbit another object and can be their own proper system.
 

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The AI is still building nothing but seedlife farms, which is really stunting their growth. 37 years in an all the AI have only 3 planets, and when I conquered one of them I saw nothing but seedlife farms on all their worlds.

http://steamcommunity.com/sharedfiles/filedetails/?id=1116353305
http://steamcommunity.com/sharedfiles/filedetails/?id=1116353284
http://steamcommunity.com/sharedfiles/filedetails/?id=1116353263

If you can't get the AI to stop preferring this building over all other possible options ever, maybe make it planet-unique?
 

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The AI is still building nothing but seedlife farms, which is really stunting their growth. 37 years in an all the AI have only 3 planets, and when I conquered one of them I saw nothing but seedlife farms on all their worlds.

http://steamcommunity.com/sharedfiles/filedetails/?id=1116353305
http://steamcommunity.com/sharedfiles/filedetails/?id=1116353284
http://steamcommunity.com/sharedfiles/filedetails/?id=1116353263

If you can't get the AI to stop preferring this building over all other possible options ever, maybe make it planet-unique?
That is weird. Several of the AI's I am coming into contact with in my current game don't seem stunted at all... though I can look into it and lower the AI values more if necesary. I don't recall seeing this at all in my last game when I conquered worlds. I wonder if it has something to do with a specific personality type. In my current game I haven't been in any wars yet.
 

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Brown Dwarfs works best because this allows for them to not have to be always orbit another object and can be their own proper system.
Hmmm... I can appreciate your point but I don't really intend on using brown dwarfs as a star type as they wouldn't qualify as "stars of interest" as it explains in my extended mod description. Brown dwarf systems (that never ignite) are very poor mineral and material wise, they don't make star systems that would be of any real interest unless they orbit other stars (as they do in the mod). The one exception I can think of is a white dwarf that has cooled to going "dark" so to speak. If I did represent these though I would prefer to call them something else though so that it is clear that they were once real stars and that is why they have mineral rich planets. (Such as calling them a "dead" dwarf. Or a "dead" brown dwarf).
 

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That is weird. Several of the AI's I am coming into contact with in my current game don't seem stunted at all... though I can look into it and lower the AI values more if necesary. I don't recall seeing this at all in my last game when I conquered worlds. I wonder if it has something to do with a specific personality type. In my current game I haven't been in any wars yet.

Two possibilities I can think of:
(1) They have to get the technology for them first. My sectors are still working since it hasn't come up for me yet.
(2) I do have a few other mods installed, although nothing I'd expect to cause this -- a 'more traits' mod, a 'more traditions' mod, LEX, MEM, Guilli's planet mods, and like a dozen cosmetic mods. I could try starting a game without them to see if it makes a difference.
 

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Two possibilities I can think of:
(1) They have to get the technology for them first. My sectors are still working since it hasn't come up for me yet.
(2) I do have a few other mods installed, although nothing I'd expect to cause this -- a 'more traits' mod, a 'more traditions' mod, LEX, MEM, Guilli's planet mods, and like a dozen cosmetic mods. I could try starting a game without them to see if it makes a difference.

I started a new game with no other mods, and let it run for 30 years, then used debugtooltip and play x to check on what the AIs were doing. It looks like all of them are building nothing but seedlife farms. My own sector was also building nothing but seedlife farms.
 

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I started a new game with no other mods, and let it run for 30 years, then used debugtooltip and play x to check on what the AIs were doing. It looks like all of them are building nothing but seedlife farms. My own sector was also building nothing but seedlife farms.
Wow! Ok. Thanks for the tip. I will fix this ASAP.

EDIT: It is really weird because their is no AI weight on that particular building.
 

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Wow! Ok. Thanks for the tip. I will fix this ASAP.

EDIT: It is really weird because their is no AI weight on that particular building.

They also seem to like to trade for single units of various terraforming materials. Is there some built-in AI weight that wants to have strategic resources? The seedlife farm doesn't use up any strategic resources but still produces one unit of seedlife.
 

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Hmm. You make an interesting point. Maybe it is the fact that a building produces a strategic resource. Perhaps I will need to make them non-strategic.
 

primem0ver

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Version 1.5 has been released. See the third post in this thread to get details.
 

primem0ver

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Feedback Update:

I found the root cause of a problem with systems not having enough asteroids. Many randomly generated systems would have one asteroid per orbit when my script generator was supposed to allow more; especially in accretion systems.

This will increase the number of available minerals. Especially around higher mass stars whose systems are predominately young star systems (A, B, and O class stars). In my opinion this is a good thing since it is more in line with my original plans. However, it may change the balance a bit. Please let me know if you feel minerals are now too plentiful.

If it makes minerals too plentiful, I will have to cut back the number of sources where minerals can be found. I do not want to change the asteroid mechanic since it is more realistic.
 

terrycloth

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Minerals are already more common than in vanilla, but I'm not sure that's a problem...

Is there any way to see your terraforming resource income now? If I'm not just missing something obvious, would it be possible to get a permanent situation log entry with the info in it? I've seen other mods use them that way (eg, the Monster Waves mod keeps track of how many monsters of each type you've killed).