PringleMan

PringleMan

Joined Member # 3046398
0 Posts 15 Replies 78 Reputation

Wow I am dumb. I had been wondering how in the hell I was going to fit ALL of those stars in, and forgot that most of the planets related to stars in Star Wars were either of limited aid or were just a tactical holding position.

1,324 Replies 1,497,118 Views

Without a change in the sizing of EVERYTHING or a change in the scale of maps, I do not think that a full galaxy map is going to be made any time soon. Remember most of those stars actually had two or more habitable planets, plus outposts and other bases. It is possible, but the map would be really crowded in its current state.

1,324 Replies 1,497,118 Views

I would just consider that an annoyed player blowing off some steam. I personally would just not do it because it makes people angry, and it does not really help. I know, for example, that in my games I always build at least 1 frigate factory at EVERY planet I can build at. Just circling their planet is only going to get you so much information before the smart player de-centralizes. Besides which, they could just station a few ships in the course of the scout and kill it.<br/

17 Replies 9,095 Views

Just modify the map. The game is VERY easy to edit, so really a trainer is unnecessary. My advice is download the temp mod tools and read the PDF readme included. SD was nice enough to actually give us three examples of mods to make, and if you even just read how to work it, your understanding of the game coding makes leaps and bounds.

35 Replies 28,255 Views

I have actually spent a little time looking around for the entries to change for this. They are not in the individual ship entity files, or I would have had a version of it posted up for download by now. In other news it really is very easy to mod. In fact I changed another thing that had bugged me with the squadron amounts, so just delve a little into it and you will find the game is NOT hard to edit at all.

18 Replies 29,124 Views

I fixed mine some how. I think this is a common problem that is comming from very different sources. I ran a DXdiag and everything came up positive, so I moved on to some of the other methods that were recommended, such as setting the intro movie to off and running it in windowed mode. The funny thing was, neither of those options were actually located in my settings file. After that, I decided to just un-install and reinstall. I used the windows uninstall, and manually deleted

45 Replies 16,567 Views

Phase Stabilizers only work inside the same star system. I think it might be possible to edit the game files to make it possible to connect between stars, but other than that the only way to force it to go by stars is to manually send the fleet to the origin star, then tell it to jump to the target star. If that does not work, then the only solution I can think of is to not research wormhole jumping.

3 Replies 9,891 Views

Are you trying to send them to another star with the node system? the Nodes only work in the same star system, so you cannot use the capitol's ability to travel between stars.

4 Replies 2,601 Views

Would be a lot of fun. We should see if the Halo mod for EaW guys are willing to part with a couple of their models. They already had several of them up to the point where they only needed texturing, which is a large chunk of the work right there.

17 Replies 7,322 Views

Sorry Blair, I have to apologize because I did not see this here when I was writing a post for the "What would you like in 1.03" thread, and promptly made a stupid statement about there not being a mod package. Great job man!

95 Replies 70,134 Views

Above all of the PJI suggestions, I would like to request that the Hangars have more squadrons. While having a more functional PJI would be nice, the bulk of offensive defense power comes from Hangars. But Hangars can only support 3 squadrons at base amounts? At higher levels even the carriers can hold more squadrons than that. So up the hangar squadron limits to be more reflective of a dedicated station for holding strike craft. -or- put a little time in the schedule for the m

1,040 Replies 556,137 Views

Well you were saying that you played on unlocked FFA correct? Look at it this way. In real life, 7 factions would gang up on a faction, then start fighting each other later for the land. So it is in fact much more accurate for several computers to gang up on you, making it very difficult for a smaller empire to succeed. It is possible to still pull through, but in my experience with the game it is usually better to lay low and build up an economic base before starting to move out. <

10 Replies 11,980 Views

I am having the same problem with a new twist on it: It had been running, now it is not running. The game starts to load then goes black. When I ctrl-alt-delete a message appears telling me Microsoft c++ runtime library error in the .exe The only thing that happened in between the last time I ran it and this issue is I closed the game and opened the galaxy editor to make some adjustments to a map I was making. My computer sucks so I am not going to post any info on it.

45 Replies 16,567 Views

I have a couple of solutions to offer on this then: 1: Make a separate super-weapon that is available to all three races that is a special phase-jump disruptor. We could set it so that there can only be one for your whole empire so that you do not shut off ALL of the approaches to the core of your empire (unless you were smart and found a spot with a single planet choke-point to set up behind). The disruptor could have a range just for that gravity well (it is a super weapon after all),

101 Replies 74,777 Views