Re: Deathstalkers Mods Updated (MountMod and Gold-D-2 patch One)
1. Organic and Crystalline engines are not affected by Civilian Engines, Merchant Engines and Military Engines mounts. Intended behaviour?
2. Where are 2 copies of Space Port II, but with different resource generation mod %:
Name := Space Port II
Roman Numeral := 0 (suggest to set to 2)
...
Number of Tech Req := 2
Tech Area Req 1 := Cargo
Tech Level Req 1 := 2
Tech Area Req 2 := Colonization Tech
Tech Level Req 2 := 3 (suggest to set to 2)
...
Ability 2 Type := Resource Gen Modifier System - Minerals
Ability 2 Descr := Increase mineral production for a system by 8% (only 1 facility per system effective).
Ability 2 Val 1 := 8
AND
Name := Space Port II (should be III?)
...
Roman Numeral := 0 (suggest to set to 3)
...
Number of Tech Req := 2
Tech Area Req 1 := Cargo
Tech Level Req 1 := 3
Tech Area Req 2 := Colonization Tech
Tech Level Req 2 := 3
...
Ability 2 Type := Resource Gen Modifier System - Minerals
Ability 2 Descr := Increase mineral production for a system by 12% (only 1 facility per system effective).
Ability 2 Val 1 := 12
Also it would be good to change Space Port facility this way:
Name := Space Port I
...
Roman Numeral := 1
...
Number of Tech Req := 1
Tech Area Req 1 := Cargo
Tech Level Req 1 := 1
This will eliminate problems with upgrading Space Ports.
3. Temple of Aarth I-III has the same facility family as the War Shrine I-III (25), so it's invisible in the construction queue window with "Show latest" on.
4. Transdimensional Supply Storage has the same Family (14) as Supply Storage, so it's invisible in the ship design window with "Show latest" on.
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