Beejmin

Beejmin

Joined Member # 3141271
1 Posts 21 Replies 82 Reputation

Yeah, one of the first games I played, I had it on easy, and I took out the pirates with my one capital ship. The pirates were stilling annoying the heck out of me at that point, so it was very satisfying. :)

20 Replies 43,087 Views

[quote]As an idea for use of pirates, put a large bounty on the people you want to attack next. This can provide heavy distraction as your enemies divert forces to weaken the pirates. They are also good for getting cap ships to high levels pretty quickly, since they are a renewable force. While pirates are often confusing to newer players, you need to learn how to fight with them to maximize your potential.[/quote] Exactly. Pirates can be a pain in the butt, but they can also be very useful

20 Replies 43,087 Views

Ok, I played a game on your map, and I must say, I really like it. I was the vasari against 3 medium AI, and it took about 3-4 hours to beat. I didn't find anything wrong with it, and I have no complaints. I'd recommend this map to anyone. Keep up the good work.

15 Replies 32,093 Views

Yeah, turning off pirates is a good idea when you are just starting out. As you get better, you can try playing with the pirates turned on again. Also, if you don't want the pirates raiding you all the time, put bounty on your opponents head. If they have the most bounty on them, the pirates will attack them instead of you. It costs money, but I have found that it is usually worth it. Don't worry, you'll get better the more you play, and eventually the pirates won't be as big a problem.

20 Replies 43,087 Views

Ok, I got it working. I had put it in the folder where custom maps go. I'm not sure why that is a problem, but obviously it is. Anyway, I'll try it out sometime, maybe now, maybe later, I'm not sure. I'll let you know what I think when I'm done.

15 Replies 32,093 Views

I tried playing it, but as soon as it started, it said I and all the other players had been defeated. I'm running v1.04, if that makes any difference. Or maybe I copied it wrong when I created the .galaxy file. Let me know if you know whats wrong, I'd still like to try playing it.

15 Replies 32,093 Views

I've played many different games, and I've haven't noticed one resource being the limiting one most of the time. I've had all three individually be the limiting resource in different games. I don't think there should be any change, I like it the way it is.

12 Replies 9,786 Views

I think one key thing for the TEC end game is the Novalith. Staying on the defensive while taking out planets will seriously hurt them. 2-3 Novalith shots will take out a planet. That's just my two cents.

12 Replies 8,844 Views

I like a lot of these ideas, especially about the various entity types. We should be able to create our own entity types, IMO. Hopefully at least some of these things will be made reality in the future.

33 Replies 24,320 Views

Well, only having either weapons or squadrons doesn't affect my idea, so I'll still try it. Yeah, hopefully we will be able to change more in the future, that would be really nice. I think its way too limited right now. But, we can just work with what we have for now.

21 Replies 11,865 Views

Hmm, I feel like having it do all that stuff (build ships, launch fighters, repair, in addition to having large guns) is a bit excessive. For now, I was actually thinking of taking the repair platforms and changing them so they have a bunch of big guns, they repair like normal, and have some anti-fighter guns. I just think having it do everything kind of defeats the purpose of having all the various structures. I want it to add more options to the defenses, instead of replacing any of them. Also

21 Replies 11,865 Views

Yeah, all the things built around the planets are space stations. So, what exactly do you mean by space stations? What would they be able to do etc? I am planning on making large defense stations that have powerful long range guns, capital ship killer guns. I don't really have all the details figured out, but thats the general idea. They may have some anti-fighter weapons too.

21 Replies 11,865 Views

MaxNumResearchLevels # Putting a 4 instead of the # should do it. The only problem is, the game might have the max number of levels be 2. I know this is true for other things, such as the number of levels for capital ship skills (they can be at most 3). If it doesn't let you do that, I would just make more research subjects, each with 2 levels.

3 Replies 3,471 Views

Those files will still be unknown, but you just have to tell it to open with Wordpad or Notepad, or some other text editor (I personally use Wordpad).

9 Replies 5,016 Views

Wow, this mod is amazing. I just recently started using it, and I am very impressed. I also recently started modding, and so I was going to ask soon if I could merge this with my own mod, but you beat me to the punch and have already released the text files! Thanks for all the work you've put into this, I and many others really appreciate it. Keep up the good work!

770 Replies 2,171,908 Views

Speaking updating mods, how would you go about updating a mod from 1.03 to 1.04? (assuming you had the 1.04 mod files)

4 Replies 3,320 Views

Yes, I did get it to work, and no, I don't think there is another TEC ship with beams. (which kinda makes me wonder why they gave that one beams? but oh well) As for your other question, I don't think I understand it. I will explain what I'm doing in detail, and hopefully that will answer your question. First, I will remove the research for individual ships. Then I will set it up (like I described in my previous post) so that each race only has one type of weapon that they can use witho

12 Replies 8,121 Views

Thanks for those ideas, specifically #3. I thought about that one for a while and decided it would probably work, as long as I changed the range for all the times that specific weapon was used. Then I thought of a problem: different ships have different ranges, so I can't just change them all to the same number. Thankfully, I just tested and discovered that I can change the range to be negative, so I can set the ranges so by adding the same number to them, when the research is done, will put the

12 Replies 8,121 Views

I was wondering if it is possible to make it so that certain weapons on ships don't work until the proper research is done? For example, the Advent Radiance Battleship's beam weapons wouldn't work (or any beam weapons) until certain research (a new beam weapon research) is done. If it is possible, how would it be done? Thanks for any help.

12 Replies 8,121 Views