Arcalane

Arcalane

Joined Member # 2520227
0 Posts 49 Replies 86 Reputation

[quote]It should work online afaik.[/quote] I can bet you it won't, because even the tiniest change in a checksum will cause the game to not allow MP. For example, two copies of Sins Plus. My version had [I]one[/I] extra file - a map portrait/selection thing I'd made as a quick test. That was enough to cause a fairly significant checksum difference and thus not allow MP. The new portraits will probably cause a change in the file size and thus alteration of the checksum

77 Replies 202,846 Views

The starting locations have been randomized since 1.01. You need to set the TeamIndex field on the Player Settings of the map in Galaxy Forge to the correct team (-1 = no team, 0 = team 1, etc. etc.) and then possibly use fixed teams to ensure that you spawn in the right place.

10 Replies 5,102 Views

[quote]@ Exo Duly noted. What would you suggest for the balance? 40%, or 30% perhaps? Or even less? I haven't had a good game in a long time, so any feedback would be welcome.[/quote] 25% or 20% would sound about right to me. Alternately, keep the range boost but reduce the damage buff, and make sure they aren't getting a rate-of-fire boost as that wouldn't really make sense - plus it'd make the damage boost even more powerful.

1,334 Replies 3,497,027 Views

As a note, Uzii, you [i]may[/i] want to consider nerfing the Naval Base gravwell buffs a bit. As it is they make for stupidly powerful chokepoints that large fleets will probably have a hard time breaking. They're nice and all, but they do seem rather over the top. ;) Novaliths don't do much to them (you'd need at least two to kill one with a good planetary shield anyway, since Novas do 6k damage and the Naval has 10k base HP not counting anything it might get from bonuses and

1,334 Replies 3,497,027 Views

Very nice. Like I just said in IRC; next step - target tracking turrets! The rotation on the Omega looks rather fast, but other than that you seem to have it down, so good work. I hope you intend to relay to others how you've done this. :P

100 Replies 248,450 Views

[quote]Homeworlds will rebel due to culture.I had a game on a crappy random map which had a single chokepoint dividing me from the other half of the system, and the only way I could win (instead of continuing to feed ships into the meatgrinder) was to use the Deliverance Engine to wipe out every world past the roadblock.It worked.[/quote] Wait, the DE actually worked? That's... ...IMPOSSIBLE! j/k. If Timed Explosives actually [i]worked[/i] (is it just

5 Replies 12,520 Views

[quote]It helps your Fighters and Flak hit enemy Fighters/Bombers more often, and helps to counteract -hit% abilities like The Rapture Battlecruiser's Vertigo and the Illuminator Vessel's Deceptive Illusion.[/quote] Or the -20% accuracy penalty that applies to all ships when fighting in Asteroid Belts. :) Ed: Also unless they changed Deceptive Illusion, it makes a (harmless) cloned Illuminator instead of making them hard to hit. Nobody except the owner (and possibly his allies)

2 Replies 2,941 Views

Several artifacts already have ship bonuses, but none as powerful as the Accelerator, which increases ship firepower by like... 12%? Still, I think it would be an interesting mechanic. Do you lead the fleet into battle with your flagship carrying a sacred artifact, or do you keep it safely at your base?

4 Replies 4,206 Views

Yeah, the 'first free capital ship' is a map setting anyway. If you're feeling mean, it's possible to make it so the first capship isn't free. Also, there's no real need to make the first capship stronger, IMO. You can make it plenty stronger via combat training against militias. ;)

2 Replies 1,560 Views

[quote]Please, Add more functionality to GF for the notepad impaired. Wormhole to Wormhole connections built-in are a must.[/quote] You can already do in-system wormhole to wormhole. It's inter-system wormholes that are the problem. ;) But yes, I agree that GalaxyForge needs this capability added post haste.

29 Replies 28,656 Views

Wow. Really liking the ships so far. Nice step away from the conventional missiles route for the Long Range frigate as well, which should make it an interesting support unit. The Siege Frig looks a bit out of place but I'm sure it'll look fine once it's done and textured. Ed: If you stick with the black paint theme like the Flak Frigate concept, call them The Order. Seriously.

770 Replies 2,169,046 Views

As Carbon says, only Colony Frigates (or the Vasari Scout) are capable of capturing the neutral invincible extractors. Amusingly, the extractors are also nice intel tools as they can't be destroyed, although any smart human player will probably try and capture them off you before moving fleets through that system. ;)

6 Replies 10,130 Views

I think the easiest solution is to restrict view to previous allies only (like SquidLord suggested?) but keep updating it so they can watch their allies kick ass or get beaten. The downed player can still offer backseat strategy advice ("Concentrate LRM fire on the Akkan!", etc.), but as long as they're not able to see everything and feed info on all enemy fleet movements and planet statuses I don't see why they should be entirely neutralized.

10 Replies 22,813 Views

[quote]50% cost reduction[/quote] 40%. Base price is 250 with no planet special abilities. [quote]and a 33% build speed increase on them anyway.[/quote] Still, these are instantly (or nearly instantly) added as soon as the planet is colonized, so you don't even need to wait for that one starting LEV to get it's job done. ~~ Sakhari and Vanechka pretty much hit the nail on the head. Having an Akkan in your assault force is very very useful, not only fo

16 Replies 29,812 Views

I know that you can make fixed starting locations for team-based maps, but not for fixed-start FFAs. We need a new version of GalaxyForge anyway so that it can work with the 1.03 maps, because something has obviously changed.

8 Replies 7,763 Views

Very nice. Perhaps a TEC-styled offshoot (so they borrow some inspirations from the TEC, but their ships are specifically military, rather than adapted civilian vessels) of rogue (or ex-TEC, or they never joined the TEC) colonies that decided that the TEC wasn't doing enough to defend them and so formed their own alliance? Either way, I look forward to seeing more. :)

770 Replies 2,169,046 Views

Could be nasty as TEC with Development Mandate. 2 tradeports with the output of 10! :SURPRISED: Have you considered adding additional black market bonuses to other worlds? If there were a way to alter the planet's max allegiance through bonuses, it might be nice to see some lower-grade (only +50-150%?) versions that have some negative associations as well, such as a reduction to allegiance (due to criminal elements) and such.

1,334 Replies 3,497,027 Views

Carrying on from my earlier notes on that game I was playing; the Pirate Base also had the Black Market bonus, which meant that with only 1 trade port it was rivalling a desert trade world (with 6 ports) for trade income. :D

1,334 Replies 3,497,027 Views

[quote]Who uses Illuminator+HCruiser anyway? That's like the worst combo u can conjure up.[/quote] Not really. Let's remember that the Illuminators have -three- laser banks for anyone that tries to flank them, and that Destras can put out a lot of plasma fire, and that the pair of them benefit from the Halcyon's passive energy weapon cooldown/rate of fire ability. ~25 fully upgraded (+30% damage, +12% range) Illuminators were doing about 400-500+ alpha/volley damage to TEC capi

7 Replies 7,992 Views

They get XP for all kills in system as I understand it, and yes, experience is split between all capital ships. Kind of an incentive not to use too many at once as they'll all level slowly.

11 Replies 27,288 Views

@Uzii; yeah, I imagine that'd be really hellish. At first I thought it did apply to the militia, which would have been pretty nasty. It then kinda clicked that they couldn't have, since I steamrolled them. Ah well. I'll settle for the bonuses only going to turrets and capships - like I said, really nice for gun defenses. I have a Naval Base right next to the Pirate Base (a nice little coincidence of a Medium Random, IMO) in the skirmish I'm playing right now that they love to attack, an

1,334 Replies 3,497,027 Views

Well, I'm checking again and it doesn't seem to have changed. It might be the actual entry/exit area but with no effect on the visual area. Either way, the new Naval Base planets are scary, though I've noticed their bonuses only apply to capships and defenses. This intentional? The range-boost is really nice for defense platforms though. :D

1,334 Replies 3,497,027 Views

One good note I'm sure you'll be pleased to hear, Uzii, (if you haven't already) is that they seem to have fixed the issue with planet abilities not changing gravwell size - though they may not be at full strength, or there may be a minimum gravwell size.

1,334 Replies 3,497,027 Views