galaxy forge won't allow you to make any sort of inter-star system connections, but you can make wormhole connections within a star system and then edit the file in notepad. To make a wormhole lane, click on the phase line from that wormhole to the other wormhole and select the "phase line" bit in the menu, a drop down should appear saying phase line and wormhole, select wormhole. naming your wormholes specifically will make it alot easier in the text file where you simply have to replace the cu
Chemix2
A race of advanced crystalline beings that spread like a virus across space. With slow "ships" and a need to get close to do damage, but able to do ridiculous damage to planets over time, making them uninhabitable after so long and growing a new crystal population as it kills off the old one. Killing this race's vessels could provide crystal resources per destroyed ship. I don't think I've seen such a think in an RTS before.
To make it heavily defended, edit the planet and go into global templates, find the one that says "militia strong" or something like that, and click add to current planet. If you want to do something like add an artifact, select the "current planet" bit in panel to the left, then "add group" then select the artifact from the list on the right side (note, only 4 of the 9 are shown on this list) and click "add to group". Viola, you've got an artifact on a heavily fortified planet
The Advent are [B]Space Hippies with a Vengence[/B]
Everything is fine now after completely deleting the folders and reinstalling and re-patching, something seems to have corrupted some files before that.
You can add several artifacts or bonuses, but asteroids and population can't really be changed much, without changing it for everybody. Also note that artifacts on home worlds will show up on the info card, but won't actually be used until the planet falls and is captured because it is the initiation of the explore commands that actually activates the artifact for the empire that owns the planet.
[B]-Moons[/B] -More Anomalies [B]-Effective Culture that converts planets to an empire after a period of neutrality after the initial overthrow[/B] -Heroes [B]-A SP Campaign[/B] -More advanced tech trees, possibly with strict branches that lock out other forms of technology or make them much more expensive/time consuming [B]-More starting ship classes[/B]; starting with scouts, light frigs and colonies seems like a good idea, but it makes every starting fleet nearly ident
Same here, I disabled a mod the other day, the game froze and then I ended the task, I try and restart, nothing, so I try the repair option, that fails, so I try uninstall and reinstall, that fails. It turns on, I get a black screen for a while like it's loading and it either stays in the black screen or returns to desk top.
So you got neutral ships capturable? and this question may sound rather stupid, but where is the download link, I see "please wait"
I agree on the neutral time period
Well I'm glad it's at the least not a bad idea, though indeed, it doesn't look very possible at the moment.
As powerful as culture is in the late game, it doesn't seem to make much of a push, particularly with a colony ship in orbit. The planet may be lost repeatedly due to culture failure, but they can recolonize till cap ships arrive to push away enemy culture. I think culture might be more useful, in early and late game, if it would actually colonize the planet's that the culture overthrows, including neutrals. I'm just not sure if that's even possible in the game. The idea is that while one focuss
As an update, no luck getting anything new to show up in the in game map creator, and galaxy forge refuses to load with the new GSD file. Ah well, was worth a shot, I might try it again, but for now, I'm just going to focus on mapping and modeling.
Thanks, I'll warn of progress, if any and I have only one lonely stress ball on hand. I can only hope that this task won't be so complex as more tools get replaced by better iterations.
Thanks for the reply, it's appreciated, and I'd gladly read such a tutorial
I've been trying to set it up so that each player has a superweapon hidden in their starsytem, without having them own it from the start. I don't seem to be able to produce superweapons, or pirates, or much of anything in a system not player owned. I was wondering if it's possible? I've been able to get bonuses and artifacts to work, but thus far this issue illudes me. (:(
You would need to replace the planet model with the capital ship model.
Thanks Cobbs, it worked. :D As towards Bail, nice frigates :CONGRAT: , I have a load of lo-poly ship models lying around from a BSG mod that didn't take off, if you'd like to hear more, just ask.
I'd prefer for it to be able to competently update maps to be friendly with the current version of Sins, fist of course (which is to say, I do see your point). This feature is nice, but I practically went nuts trying to find my galaxy in game after 4 hours of work on it. Also, the map is inverted on the Z axis from how I designed it... so that bug might need work too
You've done a great job, but something odd keeps appearing when I'm using it. The effects work for the first 20-30 minutes and then when I zoom in to a cap ship battle, I hear the sounds, my screen shakes, the ships even take and deal damage, but with no effects to show for it. Any ideas on what's wrong?
Well, just know this, your male advent, kicks ass.
make sure that your "version number" is set to "1" in the text file, as galaxy forge will make it "0" if the file was made with a previous version of GF and then re-saved with the newer one.