On it. EDIT: Done, testing.
hydrocarbn
[quote] It's called "fair use". [/quote] Ripping models is not fair use. Please read up on what fair use actually is.
I assume you don't have to include all the files in a mod, only the changed ones?
[quote] On a side note, we will likely to have to form a tech team and those people will have find the min/max limits as well as write definitions for each variable. [/quote] TRUE, FALSE, 0 through 2147483647 (assuming unsigned int). Done! :p
[quote] Any thing that's round the planet that's round the star is a moon, whatever it's asteroid or seem like planet, or even huge, it's moon. [/quote] What if it's a space station?
[quote] Technically the asteriods are the moons, they dont have to be nice and round like our moon, even mars has 2 asteriod moons [/quote] That's no moon..it's a..asteroid. Oh well.
But..but..[i]space lasers[/i]. Okay, you're probably right about the robots. They're probably sending all their previous extractor crews to go fly around in Arcova Scout Frigates and get blown up by hilariously small pirate fleets.
Love these ideas, pretty much all of them. Reordering research especially, it's a pain. Don't know if you can make a mobile factory that costs credits to work, I tried that already and it didn't work so well, but of course you can make a factory that pumps out certain units depending on what button you click and make it cost antimatter.
This map is hilarious for that very reason. I played a 6 player ffa and managed to sneak to Xi without anyone noticing early in the game, took over the entire system and locked it down before anyone could send a scout. It was glorious.
It's useful to think of population as, say, billions of people. "0" doesn't mean you killed everyone, it means there's statistically not enough people to really count. Plus..it wouldn't work otherwise. Who says they don't build your ships or give you crystal or give you metal? Who do you think operates the extractors or frigate factories? If a planet is explored, you can't explore it again to find more stuff, it's just like real life - if something exists on the planet, you will see it
It's pretty obvious if you look in the achievement files..but it's not easy to get. Someone on 4chan's /v/ forum had the same reaction you did upon finding them, heh.
What is up with this learning curve assumption? It seems like every review tacks it on trying to find something bad about the game. When I popped into Beta 2 I was a little overwhelmed at first but that was mostly because I had a giant disorganized empire tree, the basic game mechanics made a lot of sense (rock paper scissors without being simplistic).
[quote] Something like X-Com 1-3, or the new Empires Mod, comes to mind right away as a "design inspiration", and I think I've seen other examples. [/quote] Empires was exactly my inspiration, actually. I would like to see a expansion with custom ships but keep in mind that not only does it take time to make the ships, big games like SoaSE also have to preserve fleet diversity and that's harder if you make ships really customizable.
1. Two-three scouts 2. Cap factory, battleship 3. Mines 4. Buy crystal 5. Get population upgrade for starting planet (oh you would not believe how much this helps and is overlooked) 6. Use remaining cash on Cobalt or equivalent. 7. Once I have enough Cobalts (situation dependent) I will begin pumping out colony ships. Planets with 1x Siege and 1x Light are attacked with 3x Cobalt. Planets with anything but more than one LRM are taken by the battleship. I usually
I've got at least 4 or 5 people to buy this game so far, posted a few threads on 4chan's /v/, and generally got out the word. It's tending to spread really quickly, Something Awful has a 19 page (700+ reply) thread on it [link="http://forums.somethingawful.com/showthread.php?threadid=2762146&userid=0&perpage=40&pagenumber=1"]here[/link]
[quote] Why waist the money and time to play thhis game if that is all you need to do to win it?......I'll stay with space empires in this case...... [/quote] Clearly, this is the only strategy employed by any player in a multiplayer game ever. In fact, I haven't seen a Cobalt in two months! We should rename this game "Action Movies Exported Interstellarly By A Solar Empire". You don't even want to know what the Advent are putting out these days.
[quote] thats no different from saving a game with a ship in the middle of a phase gate and then loading the same one. aslong as the game is paused while the ship is moving it isnt going anywhere its just a coordinate. [/quote] Yes. I agree with that, which is why pausing is fine. The problem comes in when the thing is moving at the same time.
I don't see why not - just replace the bonus construction frigates with combat ones in the buff or whatever and you'd be good to go. I'm not 100% certain as I haven't messed around with this in the betas and obviously can't open the entity files, but I'm prety sure at least the first is possible.
[quote] Yeah, it's not like "new ships" as in you can build it up from the ground, but the underlying system is possible and implementable is what I'm saying. Eh... giving capitol ship abilities based on research is probably doable, but it denies them a lot of other things. Like their actual special abilities. [/quote] Well, depends on two factors: 1. if you can use more than the top 4 UI slo
[quote] Awesome, but a question on the Advent, I'm playing them now. Do the effects of the broadcasting centers regardless of their position in your empire stack on top of one another? Or do you build just one? [/quote] They stack but I've found it's much more effective to simply build one per planet. In this game, i had one planet linked to one of the enemy's planets and one with a asteroid in the middle (the culture spread "around" the asteroi
[quote] I read it. Answer me this...do any of us actally KNOW the mechanics IC employed in the current new/saved game functionality? It may well be as you're describing OR it is entirely something else. They also aren't going to give us those details here in the forum either! [/quote] I'm pretty sure it doesn't employ magical pink space ponies to automatically see into the future when downloading save games, but you never know. The problem is that there will
[quote] Uh, what? I just posted that variable weapons are possible and implemented, and of course there will be model imports. Your doing that capitol-ship based mod, right? I'm not sure thats quite what he's talking about [/quote] Yeah, it's not lik
It has finally been done. Me and another Advent player, despite all odds (and a few TEC incursions into our space) knocked out an opposing player's homeworld and colony using only culture. I suggest you try it too, if you enjoy turtling and "epic lols". The player in question had an ally constantly raiding us and had nearly wiped out one of the major colonies of my teammate. We thought we were going to lose, but snickered as their tax income dwindled. Finally, we got the "*x* has been d
[quote] My buddy and I setup a fairly large map (several stars, many planets (~50), and a few AI players too) and saved it in MP...it only took seconds. I don't think there's an enormous amount of data going across the wire, but I could be wrong. [/quote] You don't understand. That's all well and good when both players are already getting each change in real time, but to "catch up" is the real problem. Please re-read my post. Saves seem
Question. I can now connect all other planets fine but the home planets to anything else. Anyone else getting this bug? I assume not. :/