I think I just have a 'vanilla' version of Entrenchment, it says v1.01. Will GalaxyMod work with 1.01? I found Celestial Bodies has a couple of odd bugs with this version.
706
I was wondering if there still existed the Sins Plus mod by Uzii as a stand alone mod? Or if anyone had made a similar mod that added new planet types to the game. Preferably one compatible with Entrenchment. I've been playing an earlier version of the game with Sins Plus installed but I'm about to update with the entrenchment mod and I don't want to have to go back to the small amount of different planets the original game had. I know the 7 Deadly Sins mod has incorporated the Sins Plus mod,
With the 1.04 patch installed does the mod work with version 1.05 of the game? I'd test it myself to see but I'm at work at the moment.
I think cloaking on actual units could become really hard to balance, it would be really cool to have fleets just appear out of nowhere but I think to balance that sort of thing would need an overhaul of the game. However I think cloaking scout ships would work well, I believe they're designed to be fast but if there are hostile ships at the planet my scout has jumped to they can usually get away once, but if they jump to another hostile planet then they're dead. Sure they could just t
I read a discussion earlier on about placing milita onto a planet. I admittedly didn't follow it all the way to the end and I'm not even sure if those posters are still following this thread but I just wanted to mention an experience I've been having. I mucked around with the templates in the galaxy forge a little bit, looking to make unoccupied planets with no milita. Somehow I ended up with planets owned by the pirates with 1 or 2 frigates defending it, it meant I had to lay siege to the plane
I just had a couple of questions about culture, first does the reach only extend as far as one phase lane? For instance I have a chokepoint that touches a star which then touches onto several enemy planets. If I build the broadcasters will they reach past the star onto the other planets, or would this be useless? Also will culture cause allies' planets to revolt? I don't want to go to war with my ally but a couple of his planets are looking tantalizing so I thought that might be a pea
Richterm - Ah that must have been where I read about the option. NapalmEnema - How many ships can the colonizer capital take on? I mean I'm seeing one of my adjacent planets having 5 light frigates, 3 LRM frigates, a heavy cruiser and a couple of others, I think seige frigates. If I sent it in first how much backup would you suppose I would need to make sure my capital doesn't die? Bobucles - Thanks I'll take a look in galaxy forge and see if I can change them a bit.
Sorry if this is a newbie question but I'm finding that when I start off all the planets surrounding my own have rather large forces guarding them. I'd like to be able to play/make a map where you can at least grab a couple of planets without any resistance. I think I've read somewhere about there being an option to turn on/off or control the strength of the neutral forces that are at un-colonized planets but I can't find anything, can anyone help? I'm playing on a map I created so if it is poss