[quote]Mmmm... just reading back to your question: "they don't spawn...what am I missing?", I forgot to add that the Militia force HAS to be the owner of a planet. You can't have a neutral planet with defences, it must be owned by the militia.[/quote] [color="#98FB98"] That's what I was trying to remember... And exactly the truth of it. Thanks Uzii! [/color]
antracer
[color="#98FB98"]I actually went back and "viewed source"... It was rather unnecessary... I use Firefox also, but it didn't show up for me highlighted... Odd. T[/color]
[I]I speak for the whole I and everyone else.[/I] [color="#98FB98"] Except me... I don't even speak for me... so good luck to you for trying to do it. And the Whole I. He doesn't speak at all. In fact, most of what he emits isn't fit for speaking about... or for eating... or sculpting space ponies out of. Oh, and you forgot one: more time to play. T [/color]
[color="#FFC0CB"] Silly Humans... I have found the path to true victory! I start the game, and at the moment it looks like I am doomed...(usually about 5 minutes in...) I quickly push the all powerful "on-off" button on my computer box thingy... NO ONE KNOWS whether I have won or lost. I can claim anything I wish... Then I rush into the other room where I unpause the DVD and watch Battlestar Galactica... Vistory IS MINE! And the popcorn too. The popcorn is mine! HA HA HAH HAH HAHAHAHAHH
[color="#98FB98"] If anything, the AI is too predictable. It rarely builds the right ships for the situation, and rarely, if ever uses them correctly. About the only thing it does well is retreat quickly when it's out gunned. The AI needs to get out of the "I built me a Capital Ship, and now I'm OK to rule the Galaxy" mentality. It needs to stop spamming single units, especially 2nd Gen heavy frigates. I had a game where the the AI had 2 CapShips, A couple frigates and a boa
[color="#98FB98"] There are alot of good things here... My own "pet" projects... -Planetary Defense: You can't protect every planet, but you should have the ability to build at least 2 or 3 serious defensive locations. Should be Tech enabled, and cost ALOT, not only to build but to maintain. Choose these locations carefully. If your enemy gets behind your lines you may end up without the resources or cash to keep them. -Fleet Battles: An option that allows you to go
[color="#98FB98"] I think it's time for Ironclad and Stardock to release the most visionary, new fangled and relevant expansion pack ever... It's two... two... two expansions in one. Sins MP- tweaks and balance to the multi-player on-line gaming experience. Enhanced game set-up options that can be agreed upon at game start allowing for equal playing fields for all players... Number of resources, types of planets, cap ship limits, spam ship limits... even the ability to nerf an
[quote]I use trainers because I enjoy winning. I max my crystal, metal and credits, get instant upgrades, and an insane cap on my planet structures. I still play 10 hour games, because once I have a safe defense established I get to take my time dismantling the enemy.[/quote] [color="#98FB98"] You aren't winning though... You're creating a situation with a trainer that gives you the illusion you've won, but you haven't won anything. It's like saying the chimp pushed the butto
[quote]You can find all this stuff in GalaxyForge, plus it's far easier to work with.A template is a predetermined set of units that can spawn at a planet. The units can be neutral, pirate, or owned by a player(not sure about neutral race). You can choose to have units spawn based on a percentage chance, based on the identity of its owner, or the owner's race.A planet may have many templates, allowing you to build a system like a series of puzzle pieces to your liking. Or you can have a single
[color="#98FB98"] IIRC, I was doing a map in GalForge a bit back... In the templates you could assign to a planet were a couple that had the planet actually settled by the neutrals, planetary defenses and all. I also know through poking around these templates are editable, making addition of weapon platforms or fighter bays possible. I know for a fact it was quite a surprise when I popped into the system I had assigned the template to with my begin game little fleet and was gr
[color="#98FB98"] There is a section in the create a galaxy (with notepad) tutorial that deals with the Z axis, and it's the only reference to it I have seen. I'd recommend a read through just for the background, it helps you see how GalForge uses it's data. Connecting Star Systems is done with wormholes, I believe. There are other posts about this that go into pretty good detail including how to set them up. T [/color]
[color="#98FB98"]For the TEC Carrier: Open in notepad, hit the keys "ctrl" and "H", and type in "CommandPoints"... It will take you to this line: (Manually, it's down a ways past the sound ID's.) [color="#FFFACD"]CommandPoints StartValue 2.000000 ValueIncreasePerLevel 0.500000[/color] Change the StartValue to the number of craft the unit starts with. The Value increase per level is kindof obvious, but is the number of ships you get each level up you go. I played arou
[color="#98FB98"]What about the frigates that have anti-matter... they all seem at some point to have a "special" ability. While not necessarily making a Capital Ship, would it be possible to take a CS ability or weapon that is anti-matter dependent and bring it into the frigate? As an obvious example, and one I wouldn't want to do: The colony Frigate for the TEC. Instead of having the colony ability, could it have the targeting or restore shields ability? Or, a Gauss Gun add on to giv
[quote]Amen to that, and thank you for not attacking me. Too often on any forum I see someone who just doesn't stop and think, and keeps on and on no matter what is said. I agree with your points above, and will try to avoid posting aggressive things, and just stay clear[/quote] [color="#98FB98"]Actually, I am usually being accused of thinking too much... ;) Thank you also for allowing it to stay civil. The only thing worse would have been a flame war, which I find to be absol
[color="#98FB98"] If they didn't want any hijackings, they shouldn't have made a game with Pirates in it... ;) As for the OP, Is he talking about Fighters? Frigates? CapShips? I'd guess, which I HATE to do, that he's looking at the Strike Craft. Once I know what he's looking at, I can guess with some accuracy... Which sounds alarmingly like Uzii's original problem with the post, which would make all that followed "on" topic after all, yes? [/color]
[color="#98FB98"] Thank you for the response, and for the insight. I must admit, I hesitated for a bit in posting the response because I do see you helping others alot, but the tone of the initial response, as well as the 2nd won out. Please accept my apologies for using your post as the vehicle... and thankyou for helping me to understand your motivations a bit better. If this will help in creating a more cooperative, constructive atmosphere it will have been worth it. Tim[/
[color="#98FB98"] This is why I don't ask alot of questions... and why there's no such thing as a "casual modder". I have done exactly as Uzii suggests, fiddling with the game info and ship files a bit. Making my Capitol Ships turn a little quicker, making the market work a little better. I'll never rival the scale or scope of a major mod. Quite frankly, there are times when I wonder if I've truly broken something. I've had to reinstall once because I did, which means the hour I get t
I have long wondered why the AI build as they do, and it appears you have inadvertently discovered they build CapShips as a percentage of other ships. ie, 1 CS per 25 regular ships. An interesting experiment: Make the frigates near free and see if they build more CapShips as a result. You cap ships will max out on levels due to swatting so many, so it shouldn't be a question of survival. At least it would be a little fun... T
[quote]an ATI Radeon x600 with 256MB of video ram. It's definitely the oldest part of the machine, but the performance has been fine for my needs.Also, 2GB OCZ pc3200 ram, two SATA 2.0 drives in a RAID 0 array. I don't remember the specs on the motherboard, but it's pretty beefy as well.[/quote] [color="#98FB98"]That ATI card IS your problem... I have an older 2.8 dual core with 2GB of Ram that had the same card... I thought it did pretty good, until I picked up a BFG 256MB Nvidia 860
[quote]OP: I want a timer option that will end multiplayer games at a set time. RESPONSE: none cares. Learn to beat people within the time you want. [I]note: I believe he means "no one"[/I] [/quote] [color="#98FB98"]How can you make a comment like this and then expect anyone in the known universe to give a flying crap about anything you have to say??? It amazes me how much garbage is in this thread. Here is a company that actually ACTS ON what it's
[quote]this is a good idea, I think the AI is overly hostile and those stupid "attack my random enemy" missions are annoying. It'd be cool to reduce the frequency of mission requests too since they bug the heck out of you and non-aggression treaties are relatively easy to achieve. This would be awesome.[/quote] [color="#98FB98"]This is something you can do... Download the mod tools and reference files. They are very helpful. To change what you're talking about is 2 lines in the game in
[color="#98FB98"] I don't know why, but I have an odd aversion to changing game speeds... Actually I do know why, it's my head. In my ideal world, the tactics and strategy and ship movement and battles would happen on slow, while the research and resource collection and monies were all on fast... It's not a function of liking it that way, it's a function of assimilating information. My head precludes me from handling an overabundance of the stuff at time, and I have to have most of my
[color="#98FB98"] I finally got some time with v2... I always play me vs. 2 AI, usually as TEC, and the others as the other two,(no randoms). They are set on normal difficulty for this test. I tend to make up maps, or randomize maps, and always try for at least 20 planetary bodies or more. The test game had 25 I believe. It makes for some potent enemies and some ground to cover. I can usually wrap a game up in 4 or 5 hours. Before getting to the actual Mod test stuff,
[color="#00FF00"] Glad to be of use ! [/color]
[quote]I mean when you go to a planet on the map sometimes it's not even a planet, but just an asteroid with Crystal, and Metal asteroids around it, is that radnomly generated when you make an asteroid for a planet?[/quote] [color="#00FF00"]To keep this simple so it's easier to follow along: Open GalForge and start a new map. One of the two planets will be highlighted. Look to the tool box, the part on the left. Go to the bottom, you'll see a line that says properties, and the words "T