hypergiant

hypergiant

Joined Member # 3156836
1 Posts 9 Replies 49 Reputation

the thing I really like about the rogue stars is that they fix the z-axis problem when designing systems with more than one star. the distance between stars was huge because of the random placement. another idea would be to make the 2d icons for the dwarf and rogue stars smaller then the main star. And perhaps incorporate some ideas from the galactic ui mod where the planets are tiny when zoomed out but the suns are large(albeit dwarf stars a little smaller). great work though!

4,959 Replies 12,517,723 Views

I'm trying to add a balanced AI option. In gameplay.constants you can manipulate what the AI concentrates on... "playerAISharedDef table-Aggressive BuildShip 10 BuildModuleTactical 2 BuildModuleCivilian 1 &

1 Replies 2,651 Views

Is there a way to make it so a planet is revealed but not owned? I'm using a mod which adds small stars as a planet objects. And well, it looks odd if you can't see the star when you start the game. :)

1,189 Replies 3,580,504 Views

I have a suggestion for when you finish the solar system. Can you increase the size of the current gas giants in game? And then add a category for "gas giants" that include the solar system models. It would increase the variety of gas giants for random maps. not sure if it is possible but it would be great. another idea i had was to make gas giants more strategic in that you could place 6 or so resource asteroids around it, but keep it uncolonizable, that way you would have

140 Replies 335,855 Views

wow! this is great work. The vanilla scale kind of bothers me. Can the suns be resized as well? Also will this be able to be randomized in game. Will planets overlap each other and cause problems? I assume that custom maps will have to be used.

140 Replies 335,855 Views