healdhj

healdhj

Joined Member # 2354812
2 Posts 8 Replies 247 Reputation

I have a new laptop and installed SINS and Entrenchment the day it came out (all done the same day). They play fine but when quiting game it generates a Windows error on the way out. Anyone else experiencing this? Best option to uninstall both and reinstall perhaps? Running XP with Centrino 2 2.5ghz , Intel Mobil 4 Graphics, and 2gb ram.

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I've uploaded the map for you guys to test. It may not show up for a few days though.

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I finally got to play this map some more over the weekend and attempt a few tweaks. Here are the issues I am trying to figure out now: 1. In Galaxy Forge I have renamed each of the 6 players to be TI3 races (both ingamename and designname). However, these names are not being used by the AI factions on the map. 2. I have used various planets and set IsHome to TRUE. However, the worlds are being changed to TerranHome or DesertHome upon loading the map. This is significa

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I am working on creating a map where I want the factions on given homeworlds to have specified names. According to the Galaxy Forge guide I should be able to simply use the name I want as the "InGameName" for each player position. I have done this but the names are not used once I open the map to play. Is there another setting or adjustment that needs to be made (for example making player x a given race during game start)? Thanks in advance!

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Initial Test Results: Something didn't work causing crashes. I think I had the map description too big, but it may have also been the fact that some of the "home" worlds were not TerranHome or DesertHome but Military (for L1Z1X) with IsHomePlanet set to True. I only had three of six homeworlds as actual home worlds. Second Test Result: OMFG! I knew resources would be in large supply, but after my scouts worked their way around so I could see everything... WOW. The map comes in a 1 star

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DANMAN: Given your response... another addition to the 7 Deadly Sins???? I need to quite my job once this mod is released as it is. I am on the road a lot and my laptop simply can't handle the game. GRRRRR.

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There are so many ways to do it. For bringing the TI3 universe to SINS though I wanted to include as many planets as possible. I may move some around but I wanted to find a way to add the tech bonuses. So far the best I can come up with is increasng the artifact level of those planets. I used the green and red numbers on the TI3 planet cards as the increase in Tactical or Civilian module slots for each respectively. Can't wait to get home and try it later this week. Being on the road su

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Icen9ne, I have a basic 4-player map setup. I decided to not randomize it so that I could manipulate some of the settings per planet, planet type and name. I have the same basic layout as the typical TI3 board. The outer ring has planets with no TI3 tech bonus, the inner two layers do have bonues. The inner most ring has the highest artifact upgrade setting and it goes down progressively from there. I am using the 7 Deadly Sins mod, so the map was made with Deadly Forge. More work to f

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Intersting post... as I just downloaded Galaxy Forge today to start playing around with a TI3 map. I am starting out with the 4 player map layout. Deciding what planets to put down is hard as I want to keep the randomness that makes TI so great. Also, with just the standard 4 player layout I put in the phase lanes as if no special impassable tiles (supernovas) existed. That makes for a LOT of phase lanes and no choke points. I have decided, for now, to keep the star at the center of the

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