Ok...thx for the scenario files. I prolly won't get to try them until the coming weekend though. I have classes starting up at University this week, overnight job Mon-Thur, plus gf B-day this week so will be fairly busy.
I think you are right about the Drones, if they can't get to better SE choice due to early game conflict, then they do poorly.
I do have one problem or possible bug with your mod I want to report to you, and hopefully you can help me with it. In a current game on the turn I complete the Secret Project Gattica(Bioh Center each base), I'm getting a terranxicd crash. I played it from the autosave(I play ironman) twice now, and each time the Secret Project movie starts to play the Cloud Base Academy Project movie. I'm not certain if the CBA Project is renamed in your mod, but I'm fairly certain it's crashing since Gattica seems to be trying to play the wrong SP movie. Have you encountered any problem like this?
Neways...when I have time I'll try your scenarios and also try and get past the crashes. Maybe just not complete the SP if I can't get around it.
Regards,
Stuntman19




Even I set the faction strategy towards building lots of colony pods, he still refuses to expand.

(In the standard game they have to wait for ten years before being able to research btw - the inherent -3 Research is in the beginning offset by the +2 Research from Technocrat elite)

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Is that without any boosts??
And I'd like the fungal faction to keep in character by planting fungus.
Their biggest problem is unlike all other factions as the AI they only start with one colony pod (so I discovered only a few months back). And if the stupid AI wanders a couple year with the colony pod before settling, or runs into an early worm that damages that single pod, the whole Cult game is already lost.
Templar\telepathic are very redundant, just IMHO. I have a few factions id rather see...





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