antracer

antracer

Joined Member # 2387078
2 Posts 94 Replies 885 Reputation

[color="#00FF00"] The research idea is good. I like that I can expand what I've got by getting "better" at it... How many techs total are there now? IIRC there were 3 sets of metal and 2 sets of crystal, plus the extractor sets and the cargo hold sets. From what you're saying, the only level added was to the cargo hold set? In my own playing I too increased the population limits a touch. I also changed the base tax rate by one or two. It comes out to 13.9 or so instead of 12. It

29 Replies 21,886 Views

[color="#00FF00"] A thought from the desk of "The Economy"... Have you been looking at the resource asteroid limit that was "instated" with 1.03? It's a little above my pay grade, but I have read some interesting stuff on cloning the planet files and adding in different numbers for each set. (ie. 3 Terran worlds, one with 2, one with 3 and one with 5 resource asteroids...) It would make for a nice variation to have a few good planets and a few not so good ones... Not nec

29 Replies 21,886 Views

To that affect can anything be done to what appears (from the demo) to be a never ending supply of the resources from the orbiting rocks? Anyway back onto the never ending supply. If this was finite then you would have to explore more and/or trade which again makes the economy key to your ability to wage war. Cheers, Teddy Bär [color="#00FF00"]At current, I do not believe there to be a way to spawn new asteroids for resources... I imagine you could make a planet bonus or som

17 Replies 12,318 Views

[quote]Im gonna say again which file is the black market file?? Ive been looking for it to do some of my own modifyingI tried to think of a reason why I should answer a question asked in a tone like that, but I couldn't find one.Sorry,Silvermane[/quote] I was thinking the same thing... good thing you got the question, I'd have been moderator acted upon... Hoping to have time this weekend to try vs2. T

29 Replies 21,886 Views

Of course they do. And they do, all of them. I have a few maps from the v1.02 GalForge and more importantly, maps made with the UPDATED 1.03 GalForge THAT ARE INVISIBLE to both the game AND to GalForge, some seconds after being completed. I have followed ALL posted guidelines... It is not the version number. It is not that they appear on another page or heading in the map list. They exist in the galaxy folder in windows. This is why it's so frustrating, and why I got specific with the q

2 Replies 4,658 Views

Can someone try/tell me wether certain charachters or conventions in naming a map can cause it to become invisible to Galaxy Forge? An example: Naming a map Player_vs_2AI_v1.0 I have maps that I have done with a reinstalled SoaSE, a redownoaded and reinstalled version of Galaxy Forge and I am still having maps disappear... They are in the galaxy folder, but neither GalForge nor SoaSE see them, and I believe the names of the maps may be causing the issue. It also

2 Replies 4,658 Views

[I]So all their ships got nerfed?[/I] [color="#00FF00"]Have you ever wondered if nerf would work in space as a weapon? I'll DL the new version and try it out, although may not be until the weekend... I noticed you had changed the CapShip slots, 2 to 4 instead of three etc. What's the upper limit now? Curious to know if you do alot of waiting for money now vs. waiting for resources... In my own mod I had upped the tax base on population a few tenths of a percent. Not so m

29 Replies 21,886 Views

[color="#00FF00"][font="Verdana,Arial,Helvetica,sans-serif"]Play tested the mod a little late last night... had a few "observations"... While I agree with, yet not necessarily enjoy the crystal/metal hikes in the costs of things, I notice an alarming lack of financial burden... There is more than a definitive trend here. As an example, increasing of logistics at a local colony: 94/188/282. It strikes me as odd that this massive amount of resources is required, yet very few man hours (

29 Replies 21,886 Views

[quote]It's got something to do with the version flag in the map. If it's set to 1 I get that error as well, if it's a 0 then the editor works fine.You'll just have to wait for a new version if you need it to happen automatically. Either that or chnage the thing manually.[/quote] [color="#00FF00"][font="Verdana,Arial,Helvetica,sans-serif"]Actually 1 or zero makes no difference. I have tried both. It doesn't matter what type of map either, a DL'd one, a game one or one I created mysel

6 Replies 5,679 Views

[I]Edit: silly me, it turns out you *can* add more than 6 frigates and 4 cruisers; you can have up to 9 of each. Don't know why I assumed it was hardcoded. This means it's certainly possible to have unlocked & progressive hull designs as you outlined antracer.[/I] [color="#00FF00"][font="Verdana,Arial,Helvetica,sans-serif"] So all those empty spaces are indeed usable... forgive my ignorance, please. As with all things, I know enough to get into trouble, but not enough to dial

17 Replies 12,318 Views

I used to be able to load maps and modify them, but lately I've been getting this: [IMG]http://i64.photobucket.com/albums/h175/antracer/EU3%20Images/GalForge_2.jpg[/IMG] There's nothing there... and the zoom is out to lunch ! Trying to find the galaxy is impossible, as even at a zoom of 1 or 2, there's nothing there... I can create a new map, and use the change 0 to a 1 to g

6 Replies 5,679 Views

[color="#00FF00"] First... I'd like to thank the forums for "losing" the first attempt at this... I was wondering this exact thing, almost down to the punctuation. By taking the CapShips out of the equation, what can you really do? To expand would require alot of small ship investment, use up all your resources... alot of time in battles with neutrals and pirates, and ineffectual battles with the other players. I had thought if I were to do something like this I would inc

17 Replies 12,318 Views

[I]I just uploaded my mod, Heavy Nova, but it wouldn't take the description that goes along with it. I guess it was too long. Anyway, here it is, if there is any way to post this with the mod, I would appreciate it.[/I] I wanted to look at this, but where is it? It didn't show up on the DL page referenced above... Am I missing something? T

29 Replies 21,886 Views

[I]Here are my rough design goals: -Remove unnecessary complexity from ship to ship combat -Streamline combat and ship design so combat results are more transparent[/I] [color="#00FF00"]I was following along nicely until...[/color] [I]-Differentiate three races so players can use different tactics against each -Add more variety in attack & vulnerability types -Give each ship type individual character and flavor -Make ships relate to each other in more interesting ways

17 Replies 12,318 Views

It would be most helpful if your comments were in italics or another color... [color="#00FF00"]please don't hurt me... [/color]

19 Replies 10,928 Views

[quote]yes it does matter, if it didn't matter i wouldn't have asked. Curiosity killed the cat, and if my curiosity isn't sated I will go sacrifice a few.[/quote] It wasn't curiosity that killed the cat, it was indecision. It couldn't decide whether to go right or left... it just froze. It was no match for the 72 Buick skylark... ;p [quote]Just know: they are here to make the universe a better place and spread the power of the rainbow![/quote] Are the Care Bears aw

27 Replies 58,863 Views

[quote]I have that same problem, Also i downloaded some maps and they too have that problem. Always says that ive been defeated once game starts.[/quote] I too have run into this... ( XP BTW ) I have done two maps, one from scratch and one a modified game map. My map loaded OK, I was able to "lockout" the list of players until I had the 3 I wanted... I then started to play the game, and the modified Sins map gave an immediate "you lose" screen. I went back and

1,189 Replies 3,577,243 Views