Search found 314 matches

by Don_Kiyote
Fri Jun 12, 2026 10:05 am
Forum: Tech Support
Topic: [1.32b] "Engine Design" for Air models
Replies: 5
Views: 303

Re: [1.32b] "Engine Design" for Air models

Sounds good, Peace
I should be playing more come autumn.
...maybe 'engine weight'?
by Don_Kiyote
Thu Jun 04, 2026 8:22 am
Forum: Tech Support
Topic: [1.32b] "Engine Design" for Air models
Replies: 5
Views: 303

Re: [1.32b] "Engine Design" for Air models

I can see how the randomness would be a problem for air models.... A player who sets up an airplane model design and then waits six turns for it to finish would be irate if the design came out with an operational range of zero hexes.


Feels weird for engine design score to have no relevance for ...
by Don_Kiyote
Tue May 19, 2026 1:50 am
Forum: Tech Support
Topic: [1.32a] Promise for Industry assets not considered fulfilled
Replies: 3
Views: 266

Re: [1.32a] Promise for Industry assets not considered fulfilled

Looking at the information, my guess is the Bio-Fuel Refinery is not considered an Industrial Asset for the purposes of the promise made.

Neither the Automated Factory. With those categories subtracted, the total of asset levels is 13.

There's a similar vagueness problem I've had in the past ...
by Don_Kiyote
Sun Jan 11, 2026 11:17 am
Forum: Tech Support
Topic: Colossus + planet generation
Replies: 7
Views: 1135

Re: Colossus + planet generation

let's see then...

I took a look at a translation of the above^... I think I understand.
Yes, if you messed with the game files, you might end up with a mess.

Just for kicks though, since you are modding, I personally am mainly interested in two aspects of planet generation:

One is an ...
by Don_Kiyote
Mon Dec 29, 2025 8:16 am
Forum: Tech Support
Topic: [1.27c] Areals not growing
Replies: 4
Views: 388

Re: [1.27c] Areals not growing


the areal will expand only on tiles with enough "farmability", based on min/max temperature vs optimal and min/avg rain vs fixed thresholds.


The relationship of the various hex facilities to the characteristics of the hex is another thing I enjoy tinkering with and guessing about. And the areal ...
by Don_Kiyote
Mon Dec 29, 2025 7:53 am
Forum: Tech Support
Topic: Colossus + planet generation
Replies: 7
Views: 1135

Re: Colossus + planet generation

daktaklakpak wrote: Sat Dec 20, 2025 5:06 am far and very slow orbit - over 20 season
Sounds interesting, like a Planet X. Together with a healthy inclination and high eccentricity, and either a very hot or very cold thermal profile, she may be my type.

If you still have the file, I'd like to see it, thank you.
by Don_Kiyote
Mon Dec 29, 2025 7:43 am
Forum: Tech Support
Topic: [1.26e+e2]AI cities poorly defended
Replies: 4
Views: 344

Re: [1.26e+e2]AI cities poorly defended


I've noticed that the AI ​​is consistently placing its strongest units outside the city and prioritizing the militia for its defense


Its been a while since I've fought a major, sadly. But basically I agree, meaning I've think I've seen something similar.

I'll keep an eye out and try to find ...
by Don_Kiyote
Sun Dec 28, 2025 5:42 am
Forum: Tech Support
Topic: [1.26e+e2]AI cities poorly defended
Replies: 4
Views: 344

Re: [1.26e+e2]AI cities poorly defended

To be fair, it doesn't look like the AI has much left in the tank (ie. already defeated).

Speaking of tanks, if the capital is a ruins hex, tanks would be at a disadvantage in them. But of course, the MGs should be stacked with the HQ, in the capital, especially since they are useless hiding out ...
by Don_Kiyote
Fri Dec 26, 2025 4:20 am
Forum: Suggestions and Feedback
Topic: Thopter range is off
Replies: 4
Views: 1087

Re: Thopter range is off

Soar_Slitherine wrote: Fri Dec 19, 2025 11:21 pm Engine rolls for aircraft actually have no effect on anything at all.
drat
by Don_Kiyote
Thu Dec 25, 2025 4:22 am
Forum: Suggestions and Feedback
Topic: Better options for allied support
Replies: 7
Views: 1259

Re: Better options for allied support

Sounds good

I could only see using an ally's logistics network working if it was only a transparency type of sharing, meaning no actual LP would be shared, but player-allied roads could be used to propagate the players own LP on the players turn; and organic unit supply lines passing through would ...
by Don_Kiyote
Thu Dec 25, 2025 4:09 am
Forum: Suggestions and Feedback
Topic: Unit window automatic pop after slecting a unit - simple fix?
Replies: 3
Views: 792

Re: Unit window automatic pop after slecting a unit - simple fix?

I think I see.
Doesn't bother me though. Usually I'm either moving units or managing a zone for a steady long while, so I don't need to switch the information displayed very often.
by Don_Kiyote
Thu Dec 25, 2025 4:04 am
Forum: Suggestions and Feedback
Topic: Private Asset Management: How to?
Replies: 5
Views: 1251

Re: Private Asset Management: How to?


Problem solved!


You did all that for me? <3

So the problem was that if *any* asset in a zone had productivity problems, even slight ones, then another asset would/could have a 'productivity stop'. But now after the patch (1.27e2 I assume), there is a conditional phrase in the zone log, saying ...
by Don_Kiyote
Thu Dec 18, 2025 2:31 am
Forum: Suggestions and Feedback
Topic: Better options for allied support
Replies: 7
Views: 1259

Re: Better options for allied support


Im imagining a scenario where like my units in allied territory get cut off... Could be issues there.


Youse be ded, son.

Many players are often thinking about this this issue though: "how to support an ally, if and when you have one". Just being able to flip hex control *manually*, somehow ...
by Don_Kiyote
Thu Dec 18, 2025 2:18 am
Forum: Suggestions and Feedback
Topic: Unit window automatic pop after slecting a unit - simple fix?
Replies: 3
Views: 792

Re: Unit window automatic pop after slecting a unit - simple fix?

Would OP care to explain further?

The City (Zone) and Unit tabs on the bottom bar are different, and selecting a unit while viewing info in the City tab does not automatically change the bottom bar to the Unit tab. Is that what you mean should be changed?
by Don_Kiyote
Thu Dec 18, 2025 2:08 am
Forum: Suggestions and Feedback
Topic: Private Asset Management: How to?
Replies: 5
Views: 1251

Re: Private Asset Management: How to?


The AI ​​thinks there aren't enough staff to work on the farm, when in fact it's due to a lack of logistics points. This was fixed in patch 1.27e.


I did see that post, and your understanding of that similar problem, there. But this is a Light Industry, in the city hex, on a major route ...
by Don_Kiyote
Tue Nov 18, 2025 9:28 am
Forum: War Room
Topic: Aircraft research
Replies: 3
Views: 1775

Re: Aircraft research


Maximum Distance, for example, shows that high air pressure and aerodynamics are good contributors while high gravity is bad.


Disclaimer: I'm not an engineer. My most relevant schooling on this subject has been lessons on hull planing speed in the context of a sailboat hull, for an instructors ...
by Don_Kiyote
Sat Nov 15, 2025 7:23 am
Forum: Suggestions and Feedback
Topic: Some Suggestions
Replies: 4
Views: 1138

Re: Some Suggestions

I must be getting carried away. Even so, here's another one:

8. The Logistics issue where a unit's replenishment path is locked to the path beginning with the nearest available logistics points can really get in the way. I'm not sure how to alter the pathfinding logic here, but the existing ...
by Don_Kiyote
Thu Nov 13, 2025 12:51 pm
Forum: Suggestions and Feedback
Topic: Some Suggestions
Replies: 4
Views: 1138

Re: Some Suggestions

Excuse my thread-jacking. I have no better reason than convenience.

Onwards, for the common good...

7. "Maritime Trade House wants to buy IP" Decision dialog: provide a slider for how much IP can be sold in the decision box. The player can already do this in effect by simply transferring IP out ...
by Don_Kiyote
Thu Nov 13, 2025 12:35 pm
Forum: Suggestions and Feedback
Topic: Better options for allied support
Replies: 7
Views: 1259

Re: Better options for allied support


the distance could/should be taken into account as opposed to just giving aid regardless of how far away they are


Seems like some sort of logistics splice between the two players would be needed; a customs clearing house.

Alternatively, just disappearing the sent items for a turn, the ...
by Don_Kiyote
Thu Nov 13, 2025 12:10 pm
Forum: Tech Support
Topic: Empty unit counters when rising OHQ tank brigade
Replies: 4
Views: 531

Re: Empty unit counters when rising OHQ tank brigade


There's enough ammunition and food.
...
If I add the 90 tanks, only 4 are created and appear in 4 of the formations, but no units from SHQ are included in these formations.


Interesting. Thanks for posting the background.

You are short of IP, even for 90 (9x sub units). So only seeing four ...

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