Draakjacht

Draakjacht

Joined Member # 3254703
1 Posts 10,325 Replies 6,461 Reputation

Speaking of Carrier abilities, has anyone taken a hard look at the Heavy Strike Craft ability? It increases the strike craft armor and damage a given percentage, but since the fighters and bombers only have stats in the single digits (for the most part) it rarely makes any difference until you have 2-3 points in the skill. I was wondering if anyone was thinking of increasing the power of that skill. It could always be offset by reducing the carrier's effectiveness in direct combat (which is a

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Actually, this research tree has more than teh Mad Scientist tree, quantity wise. It also has more useful research. I find the planet upgrades to often not make a difference or be unnecessary, given that I rarely own one of each planet until the end. In any case, what you're probably noticing is the faster research rate the mod adds. Try setting research to slow and then play. The research tree will burn out a bit slower than vanilla per single research point. The tree will last vastly longer

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Okay, I can't read the text very well beneath Pluto. For all I knew, it was a another planet sympathizing with Pluto. I hate the fact that they took Pluto out of the running. Partially, it's because they finally remembered a little idea called Bodes Law a while ago and (although an imperfect law) used it to discover a slew of small planets, including four between Mars and Jupiter, including Ceres. So scientists had to decide: make school harder for kids by teaching them over a dozen planets,

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Got to play a little of the mod yesterday. So far, looking good. I have yet to planet tunnel, but my economy is already super powerful as TEC (could just be that I'm taking on an all too easy enemy). I have not seen the new planets yet, but the game runs smooth. Can't get the Freelance Sirius Sector map to work, but I previously theorized it was due to my comp. I guess I'm right. Ue, what planet (or not planet) is that depicted in your profile?

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I want to thank Harpo publicly for giving me two copies of his map (RAR and GALAXY). I'll probably check it out over the weekend. Harpo, you've been a big help. Had I gotten info from you from teh get go, I would probably be way ahead of myself. Hope I can find you if I have more questions in the future. Thanks again.

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Thanks. Send it to [email protected]. I'm figuring it's my computer. To get a moderately large LAN map to work, I've had to scale the graphics back majorly. Granted, I am the host. If nothing else, I really want to see the map so I can drool over the concept. It would take some cash, but I would love to get back into making gaming computers. Thanks for the help.

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Hi, harpo. Well, last time I got a batch of user made maps, I was given bad instructions, for they didn't say to put them in GalaxyForge. And keep in mind I don't do a lot of playing with these things, so my knowledge is, at best, basic. I have 2.0.1, but after I made that modification, it worked just fine. Even tested out some of the smaller maps and they opened without a hitch. Okay, I did not know anything about empty templates or whatever such things. I'll take a crack at

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Okay, a couple of things I've noted (this might useful to others). When I used Harpo's Map Fixer, I had to modify targetsinsver.txt to 1.1.7. THEN I had to move non-functional maps into my AppData galaxy folder, cause I couldn't reroute the search. Finally I get the maps updated. But, and go figure, the maps would not register to the game until I moved them into my GalaxyForge folder, back in the original Program Files path. Here's the kicker. I did all this to finally play the Freelancer Sir

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Well, Grendel, that's an interesting idea. I can see why you would want to have tactical slots around something like a wormhole. Now that I think of it though, it seems like a bittersweet proposal. On the one hand, the jumpgate could allow anyone through, but that's just what a wormhole is. Of course, the original challenge is holding onto it with no tactical slots. I find that kinda fun. But if the enemy could go through it AND you can mine it, then the odds of an enemy getting through? Not

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Just to let you guys know. I'm trying to LAN it with three total players and it keeps mini dumping. At first I thought it was because we had ventrilo up (different rooms and all), but then I delegated the ventrilo to my bro. His started dumping as well. Then we eliminated the ventrilo and tried again, both my brother and I getting a dump. It was a 3 star,67 planet game with 9 players, 3 of which are human. FFA. My brother and I set our graphics to medium. I tried low once and still got dumped. D

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I actually play it on the normal speed, except for research. I slow that down since it's a touch faster than vanilla and I don't want to finish the tree before I get out of my first system. I'm happy as it is. Worst that could happen is that I learn the new speeds and adjust accordingly.

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Once again, gotta say love the mod. Got back to the game after a bit of a hiatus. I have 6 GB of RAM, but found that high-highest graphics in a 150+ planet map will crash me something hard. Not sure if it's actually eating up the memory or if my machine just wouldn't alot that much towards graphics. Either way, I imagine the RAM usage is insane when I do maps that big. Brought it down to medium on a 92 planet map. Framerate issues here and there, but generally good. Loving all the plane

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Good news! I had my crash fail a start up again. How is this good news you ask? I have not played SINS in two days. So it's just my machine giving me hell for the fun of it. The game is going well last I played. Framerate is slowing down now that I'm on the interstellar scene and getting info from all corners of the sector. But one expects that. So, the mod is doing swimmingly.

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You guys sound almost lucky. I played a large (random) map for a few hours, all seting on medium with bloom and such turned off. No problem. Turn off computer and leave for a day or so. Come back and when I try to start the game, it gets to the loading menu and then the screen goes black and the monitor disengages, as if the comp is off. After that, my system suffers a series of failed starts. Never had this happen before. Finally get it up and running. Play with other programs, avoid

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Like I said, not expecting anything big to move on the AI tech research. But I'm in the middle of a game going on 8 hours (max players FFA) and I have not seen the AI manage to break out on the research end of things. Of course, it might be a matter of time and concentration. In a 4v1, the AI doesn't exactly spend a lot of cash pumping out units. Dunno. But yes, I like the map because star travel and the interconnected planets make it a strategic nightmare. YAY! The one

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Okay, as usual, the mod is great. I like the new planet varieties, had fun with the Sol system, and I love the Kingdom of Heaven map by Ue Carbon (kudos). Just a thought though, the AI doesn't have the hard-coding to use higher level researches (somewhere above level 3 or 4?), but if you added a reasearch such as Gas Giant Colonization, the AI will use it. It would take a lot of work, but does it seem feasible that spreading the 10 levels of a given research out over 3 different butto

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