Just finished reading the thread; I'm completely blown away by the quality of work here. :) On the titan issue--I like the idea of obtaining them through research. Here's what I thought: Titan construction could only be on the planet designated as home. It would require two points of tier 8 military research and two points of tier 8 civilian research, which would enable the player to upgrade his homeworld with something such as "Extended Military Infrastructure" that granted hi
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I'm not sure. You can, however, change the appearance rates of artifacts and planetary bonuses to 100%, ensuring that they'll all be there. I don't know about specific placing, though.
Sorry, 7DS is Seven Deadly Sins, a compilation of a large number of mods. One of these mods introduces stars as planetary bodies the player is able to colonize. Ancient Gifts is a large sized map where each player starts out on their own star system, but the systems are not connected to the stars. A complicated series of wormholes connects the empires to each other--pull open the map on galaxy forge and you can look at how it works.
I'm ridiculously excited about 7DS 2.0 :D
Well a workaround could be cutting off the vanilla stars and using the stars as planetary bodies from the 7DS mod compilation instead. That way you can create your own star phase lanes and have separate galaxies a la Ancient Gifts.
Well, what you want to ask yourself is could you conceivably neutralize your Olympus class cap with a fleet made with the same amount of resources? As for the abilities, I would scale back every one of them--for the broadside, I'd have 50 > 80 > 125 per cannon, I would prohibit the use of Build Frigate while moving as well as restricting the construction solely to frigates (no cruisers). Expansive shield, I would take away the damaging factor (I'm not sure if you could even code that--well, I su
By the way, DANMAN, if you'd like I'd be happy to help you do some copy writing--a lot of the descriptions for the new races, especially the Rogues, is sloppy and inconsistent, not to mention occasionally completely grammatically incorrect! I'm pretty good with words and making up scientific-sounding explanations. If you're interested, pop me an email at [email protected]
[quote]Hey danman.... i checked out the mod yestrday night(i know i shud hav been studin but i gave in to temptation) and well i played as the atlantians and well everythin was the exact same as the Vasari.. i mean no offence by sayin this but other than u cant build 2 of the capital ships right away there is hardly and difference between the two....everythin else was superb thou Everythin looked really cool and well the quick phaze jumping helped game play alot...[/quote] Hahah, actua
Oh, and one other thing--The Progenitor Motherships, when playing as Atlantians, behave as a colony ship would. That wouldn't be a problem except that includes when you're selecting fleets, making the Progenitor a pain in the butt to bring along in a battle fleet. :) Is there any way to fix that?
I'd just like to say this mod is rather incredible. :) Busy destroying everything with the Atlantian Titan Caps... Ahh, those beams are a great sight! I was just curious---are the ridiculously strong pirate bases intentional? Because with anything less than an end-game fleet, it's pretty much mandatory that you go around rather than through.