As I said before my question got flooded (why does that ALWAYS happen), what role will stargates play.
vp21ct
I may have missed it, but has there been any discusion on how the stargate will work
Hey dolynick, why don't you ask Eomega if you can borrow some of his models.
I mean no offence, you have done better than I ever could do. That said. This mod sucks. Its a struggle just to keep your FIRST world, let alone take any other ones. The new models need to haave a serious rework, mostly on their textures. And the way you have suply set up is quite useless to those of us with computers that can't handle all that much. But like I said, Better than I could ever do [e digicons]:P[/e]
When will the changes be made available.
Is there any way to make it so that a specific artifact is required in order to build a ship, and then have that artifact be destroyed in the construction. If so, I think that would be a good thing to have for both the Tau'Ri and the Wraith, so that they need ZPMs to build their most powerful ships (Atlantis,Superhive)
SILENCE Let the man work in peace. There is to be no more discusion on how fast or slow the battles are until abilities and tech trees come out. [e digicons]>:([/e] Obey (hope stress doesn't mind me filling in for resident hard***
Ok Figured out how to make maps with JumpNodes in GF, and it is fun. I volunteer myself for making Maps for this mod, I have already modified Ancient Gifts to have JumpNodes as well as using proper jumpnode naming conventions (I named the stars and then named the jump nodes acordingly). I am currently working on a small map (comparitivly) That is 3ffa in an equilateral triangle. Just start telling me what you guys want on maps and I'll start in on them.
Will the Galaxy for our Solar System be including the moons for all the planets, and if so how many of them. I ask because I think it would be rather important to have them in there for planets like jupiter or saturn.
How do I add a new planet type (like from one of the planet packs)
maybe an add-on for entrenchment would work best, witht the fan made Karnak and the Arcadia being starbases (they should be made to be able to be built arround jump nodes). Shivans wouldn't have much defences, they are primarily offensive (that would help balancing more, that should also be incorporated into a lot of their ships more.
Have to agree with Ultimate, I think I do remember the D'deridex having a dorsal disrupter beam array. That said, Since ships seldom attack from above or below, I don't think its necessary.
argh I wish I didn't have to bug you on this, But how do I add the Jump Node Planet type to my Galaxy Forge. I can't very well make maps or even MODIFY the existing ones If it tells me "nope, uh uh, I don't like that planet type." PLEASE tell me the files I need to change in order to get GF to recognize Jump Nodes.
and on that, I think that those should be made more maneagable as well. The prices should stay the same (or even increase!!!) but the pop cost should be closer to 100 or 200 than 500. Logic dictates that making a few ships early on is better than one indistructable but slow and expensive ship. only a few players would be stupid enough to criple their ecomomy by buying a lucifer/hades/what-ever-the-hell first thing off, and after they get their fleet up and running, their resources will be to
After actually playing a round or two as the shivans, I can safely say that they definetly need to be nerfed a little bit. I think that the best way to do this would be to make their fighters/bombers somewhat inferior (which is arguably cannon) and increase how much pop-cap each shivan unit costs. I would say 10 or maybe 15 for the Cain and 20 or so for the Lilith. If you don't want to take the time to do it, just tell me how to do it and I'll do it and test it.
I agree with Bob, borg would be fantastic as a maximum threat level, maybee if you could somehow make it to attack all players rather than just one (it attacks the nearest colonized planet maybe). That way everyone might try to kill it.
[quote who="Ryo79" reply="3" id="2007082"]ohhhhhhhhhhh great!!!! I'm a fan of Freespace!!! I can't try the mod before the week-end!!! any battle screen??? please...please!!! [/quote] no screenies, but I can tell you that the fighter swarms are HUGE. 60-100 squadrons in just about every fleet.
Dan let the man do his work would ya :P
yeah, there is no star based jumps. I found that adding wormholes solved this problem very easily (I added 3 wormholes beyond the pirate base, and then connected each of the systems together.) The problem I have found, is that I can seldom modify a map that ends up very balanced with the wormholes, not very many of the multi system maps were made for Wormhole travel. Thats why I have been trying to get the Jump Node planet type, I have been trying to make maps that would work
Could you make the Jump Node planet type available. I would like to make some maps with it, but I can't get it to work right. Thnx.
What I don't understand is why you didn't make the ship that 7 of 9s parrents used be the colony ship. I know you wanted to 'steer clear of the cheese', but it seems to me like that would have made a more apropriate colony vessel than the old Conny.
[quote who="Major Stress" reply="2" id="2000296"]The Suqjagh is an ugly fan design, but it serves a purpose as the klinks main carrier. Which is the only reason why i am tolerating it right now. It will be replaced when i find something, or make something better. [/quote] I seem to recall A type of carrier used by another race from KA. One of their designs was quite similar to klingon desings if I remember corectly. I would use that.
http://www.hard-light.net/wiki/index.php/Mediavps Sorry if these are the ones your already using. But I couldn't tell from in game. If not, the Mediavps files should be in the most recent FSopen release. I wouldn't recoment them on fighters, that may be a little much, but they should definetly go on cap ships, and maybee frigats.
Man the smell of the Maquis and Ferengi is just pervasive in here isn't it. [e digicons]*_*[/e]
[quote who="mr.WHO" reply="13" id="1998166"] Anyway how did you mannaged to solve the Fighters/bombers hardcode on capships? Fighters/bombers are in Frigate/cruisers slot and are independent from Capships (can jump via phase lanes) or there is only one type of fighter and bomber per capships ?[/quote] Looks like he made it that Figter/bomber is determined by what mother ship they are attached too, and they can't jump through phase lanes. Otherwise, he did a fantast