I was one of the posters who helped bring to light JUST HOW SERIOUS the exploit was. In the thread in question, I ASKED for a way to contact the devs. Go...look.....I'll wait.... I waited 2 days, and didn't get a response. I looked on the site...no "Contact Us" button...no dev or troubleshooter e-mail addresses.....even the OP pointed out that they may be difficult to find. The PM feature I just wasn't aware of, and being new here, I wouldn't have known the id of a dev or
gygelly
Link to the mod: https://www.wincustomize.com/skins.aspx?skinid=33&libid=71
Yeah, seriously. So where's the patch notes? And when's the patch hitting?
Hey guys, I made a mod to disable the pirates. I uploaded it to the mod site, but it said it might take a few days to get it "approved". Basically all you have to do is get the GameInfo files from the beta modset tool. In the "Gameplay.constants" file, look for the "pirateraiddef" section. Set minSupply 0 maxSupply 0 This makes it so that even when the raid timer goes off, no pirates are actually spawned. Just to be safe, I also set strengthP
seriously....is there a way to just "turn off" the pirates? I played a game of gaian crescent when I first got the game, and the pirates didn't spawn (the pirate base was just a dead asteroid). Is there an option that I'm just missing? (I'm suspecting that the pirate base was added to gaian crescent in a patch) If not, would it be possible to make a mod to turn them off easily? I'm at the point of just loading up every map in galaxy forge and manually removing the pirates from each map.
well...according to my testing (just loaded up the game on 2 comps and did a lan game) there is something alot more obvious and broken with this: 1. player 1 puts up 100 ore or crystal for 400 credits. 2. player 2 buys ore or crystal from the black market. 3. As discussed above, player 2 spends 300, player 1 gets 400, and the price of ore or crystal does NOT fluctuate, basically, 100 credits just magically entered the economy. And again, as discussed above, 2 players co
actually guys, this is MUCH more broken than you think. I'm new here, what's the best way to contact the devs about a VERY serious, game breaking bug?
how do you disable them? I know how to make a custom map without them...but I kind of like the prebuilt maps. If I could just disable them when I want to play the AI, I'd consider this problem solved.....but that only leaves one or 2 maps to play.
I've been having some interesting results going pure capital ships early game. By this I mean 0 other ships..no scouts or colony ships. Your first 100 fleet = 50x2 cap ships. Utility: Now colony ships are no big deal, just get a colonizing cap ship (it seems plenty of players prefer that anyway), but the lack of scout ships is kind of a pain. If I don't really know a map, I will make 2 scouts to explore the surrounding planets, and just scuttle them when I'm ready to bring