Hehe I'm so excited. I've built myself a new system and I'm ready to play some Beta 2! (and before you ask schem it was with my own money from working two years at my summer job.) Not to knock Beta 1, but I'm SO ready for new content. Especially new music. I've heard every track in Beta 1 so many times now, I hear them in my sleep.
Frost
Yeah it doesn't seem possible for the engine to differentiate between the player and the other TEC AI's playing in the game. I wish it could, it would let me tweak the starting conditions for more roleplaying. Ex. Having the starting planet be "Old Earth;" high population, low resources etc. Maybe it can be changed around for Beta2?
So basically: party like there's no tommorow!
Heh. I steal planets from my allies all the time since they're usually doing all the expanding at first. Since the first time an ally stole my planet I've been much more careful.
I was trying to change it to see if it could be changed. I understand why everyone starts with the same planet, but I thought it might be interesting to start out with just an asteroid vs everyone else's Terrans for a change. I would expect down the road when people are modding it will be useful to give the player a different starting planet from any one else with the same race. I'm guessing no one else who has taken a look has found a way?
@Para, therein lies the glory my friend. I would want one choke point outside of my systems for any major engagements even with the risk of Random Solar Events (RSE)!! Moreover if an event would happen and severely hurt my opponent then I may want to seize the day and turn my defensive fleet into an offensive one and if all goes well maybe then press the conflict into the enemy's home territory. With that said I would not want to see a 36
45 is not reasonable given the physics involved in my opinion hardly, you can easily justify that a near-tangent pathway would sustain too much contact with too high of a gravitational field. frankly, its more about the engineering. If it's an issue of engineering than perhaps there could be techs increasing the angle from the pathway you can jump at. Start with 45+/- and
I'm not sure why you just dont modify it (I'm sure that you know how to based on your post). Are you trying to make it so each player starts with a different planet type? unlike with the ships, were modifying capitalbattleship would impact all of them, modifying terranhome, will only impact starting pla
Hello all, I've been picking through the different GameInfo files and I've been unable to find a line dictating which planet type the player starts with. I thought it would be in PlayerTech, maybe under galaxyGeneratorInfo but its not. Nor is it in GalaxySetup. I've gone through every file I think it could be in and read all the lines. It seems to me all TEC factions start with PLANET_TERRANHOME as their starting planet and there's no way to change it. I hope thats not so. <br/
*puts on rubber glove* ok bend..... when saving the new file using notepad save it like this "CAPITALSHIP_TECHBATTLESHIP.entity" using the quotes will force it to be named just as you have typed it... ** thus endith the lesson <img onload="setImageSize_onLoad
Modding Hints: 1. If you want to change the ship you start with, look in the Player files. 2. If you want to create a brand new ship that you can modify without affecting any other ships, start by copying and pasting another ship and modifying it. 3. Get a tool that allows you to 'find in files' for certain strings in a directory. Ok I know this should be fairly simple but
Athlon 64 3200+, 1.25 GB Ram, Mobility Radeon 9600 64mb (1024*768, Highest Textures, 2 Sample) My game runs fine all the time so I expect there's a problem in your machine somewhere...
20 or 100 Planets, 4 Stars, 9 Artifacts, Flagships Off, Pirates On Max # A.I.s, No teams, Unlocked Build 10 scout frigates and take the asteroid planet that usually is connected to my Terran planet. Expand the other direction till I find a planet that controls access to my other planets and has more than two phase space lanes. Fortify it and level up all the planets I hold. Grab another planet or two if possible. Once I've built every trade-port I can then I start looking to expand
I watched a scout frigate nudge a carrier out of its way when turning. Somehow the image of a light frigate forcing a capital ship several times its size out of the way just looks...wrong.
I just came back from a break and found the new patch. I too like the new method more than the previous one, but the +/-90 degrees method sounds interesting.
I would like to be able to customize the number of planets per star. I just recently played a game where all players started in the same system. I eventually managed to get my ships off to other stars, in hopes of finding unclaimed riches. Instead, I found approx. 5 stars per system. I found this extremely disappointing, because I was expecting the number of stars to be around that of the staring system. Another thing. So far, it neve
With the help of some posters here I found the group phase jumping button (right click to toggle the move button). However on several occasions the group I ordered to jump together moved to the edge of the gravity well...and sat there for ten minutes until I gave up and changed the movement order back to the default setting. There were no other units in system they could have been waiting for. What I think might have happened was that not all the units in the group had the gro
Expect more pirate behavior and interactions in future versions It is very limited in beta1. Sweet. More immersion!
Yep my asteroids are glowing as well. (Mobility Radeon 9600 64mb)
My current game , they seem to have a deathwish for me, I've been fending off waves of 3-4 ships every 5 minutes... Weird, the pirates in my games just defend the uncolonized planets and get pwned by my first capital ship with scout frigate screen. I'd like to see these more aggressive pirates. I'm playing on Hard so I wonder how I'd get them? lordkosc would you tell me about your current game?
As Ch0Arrim mentioned before: When I've grouped a number of ships with ctrl+# it would be nice if they waited for each other before jumping. As it is the ships (even when they are all at the edge of the gravity well) kind of straggle into phase space and arrive at the enemy planet in detail. Also for the repair modules/stations. It would be nice to see an indication of their range, as it is I'm unsure when placing it if it will cover my defenses. Perhaps a simple circle indica
An issue I found: Ok my ally has a planet and the crystal and metal mines associated with it. The planet is invaded and bombarded till it reverts to neutral. I retake the system and colonize the planet. However, my allies old mines are still there so I can't use those resources. And it doesn't appear they are using them either. So those resources are lost to everyone until and enemy AI invades and destroys them. (Teams were locked so I couldn't just back stab them and take the
I agree that it would be nice to be able to say "These ships are in fleet 1" and then get a perm "Fleet 1" selector in the list as well. As with most other RTS games, you can just press Ctrl+Number once you have a group selected. Then press the number alone to recall that selection. When you do create a grouping by ctrl+# it isn't easy to see which units are in
This whole culture aspect of the game is nice... And I think the maintenance is just about right. I want to know if its possible to reclaim buildings/turrets that you no longer want? I don't see a way to do it. Look at the center and bottom of the screen. There's a button there that gives a scuttle option.
I too would like to see options for: 1. Slower/Faster phase space jumps 2. Slower/Faster research times 3. Higher/Lower upkeep costs (limiting or raising the unit cap basically) 4. Enable/Disable Phase space disruptor (currently sometimes I really DO want the enemy to leave and have to scuttle my inhibitor) 5. And this is really out there, but I would like an option to put all of a ship's power to its shields and engines. That way I can have a valuable capita