Ok, did some minor modding, wanted to test it. So I packaged the mod up and sent it to a friend. Upon trying to test it multiplayer it says that he has a different version. Anyone figured this out or know what might be wrong? It works for him single player just fine.
AmPm1
Oops, well it answered some questions which lead to others.
I'm toying around with modding, but everytime I add more weapons to a capital ship it causes Sins to crash. Anyone else having the same problem, and is it possible to work around it?
Ok I figured it out!!!! man this thing chapped my ass because NO WHERE is there documentation on what the numbers actually refer to. .... i'll try to describe it so those who come after can make wormholes work without the headake Create a map with galaxy forge it names the stars and planets. the thing is when you erase a planet or star that name does not get recycled and just continues on from where it left off. Thats fine and all but its totally decieving.<
Ok i made a very simple test map. I made 1 terran planet, connected to a wormhole(planet 8) on star0 I made 2 wormholes(planet 5) connected to (planet 9) in star1 I made a terran planet, connect to a wormhole (planet 10) in star2. none of these connect to the actual star. I put in interStarConnection starIndexA 0 planetIndexA 8 starIndexB 1 planetIndexB 5 spawnProbability 1.0 type "Wormhole" interStarConnect
I have a question about galaxy forge and worm holes. I got wormholes to work when they are inside the same system as each other, but how do you make them connect between stars with galaxy forge. I seen that there was a 'guide' on how to connect them in the forums with a txt editor, but I can't seem to get that to work correctly, so my question is, is there a way to make it work between stars inside of galaxy forge.
I play Advent, I love my carriers. Of course I don't use only carriers, and I team them up with my cap ships for the buffs and shield regen. Think of it this way. Last night I was launching 39 bomber squadrons that had a 60% damage boost. They were 2 volleying cap ships and single volleying structures. Enemy gets close? Ok, Guardians and beam frigates go! Combined with the Cap Carriers ability to increase the RoF of beam weapons and the Guardians defensive abilities I was taking out ene
Agreed, simply too easy to keep popcap at full.