First off, great mod! I can't wait for the rest of it to get updated, but it's cool so far. Stupid question: how do I change the starting resources? I changed the values on the map I wanted to play, but when I loaded it, the resource values hadn't increased.
nickunavailable
I opened my map and one of the stock ones, comparing the two line by line...couldn't find anything different between the two *shrug* so I just went ahead and created a new one. Works fine :D
I appreciate the help harpo. Going to open it up now and fiddle with it...will let you know if I can't get it figured out.
I'm getting a Runtime error when I try to load my Galaxy Forge map. I've put the map into the folder listed above (Vista). When I go to 'Change Map', the game freezes when I try to change from Custom Maps to Galaxy Forge.
The game won't even load now, with my custom map added into it. I had to remove it in order to get sins to start. pndrev's idea is an excellent one. With as much modding as sins has, and as open to it as the dev's seem to be, I'm surprised this type of feature hasn't been implemented yet.
I followed the steps you posted previously, but my galaxy forge maps still don't appear. A map I created with the in-game map editor appeared in the custom maps area, but the ones from the forge did not. Also, my player profile didn't carry over...but my achievements did. Not sure if this is intentional or not...
Pretty much, yeah. You'd still have to pay increasing costs to get higher levels of capacity, but the upkeep cost itself would be based upon total fleet you currently own. In keeping with the comment about being able to just spam ships out after losing them, perhaps add some sort of modifier to the upkeep research, so that it would increase by a certain % automatically with each research upgrade (as it sort of does now) while still being based upon the number of
[quote who="Annatar11" reply="7" id="2056368"] Nick does have a point though. It makes it harder to stage a come back. But, that's also the intention. The idea is that players should be careful with their fleets and playing smart, rather than throwing masses of units until eventually making a dent somewhere (see Command & Conquer)[/quote] I thought I micro-ed combat enough that it was pretty effective against the AI opponent, so it's not as if I'm spamming c
I try to expand as quickly as my fleet can support it (based on using a cap ship early to maximize exp) and as my empire can afford it. I might sweep a neutral system for exp, then let the cap ship sit awhile and regenerete shields/hull...but won't colonize it until I can afford the 2 upgrades to remove underdevelopment costs. Seems like once you get 4 or 5 planets, you can pretty much afford to expand as fast as your enemy will let you.
I understand the point. I might be new to sins, but I'm not new to these types of games. It's simply my opinion that a sliding scale based on actual, rather than potential, upkeep would make more sense. Taking build times and reinforcement points (and traveltimes) into consideration, I don't think it would allow for spamming ships any more effectively.
I'm finding a bit of imbalance with the game's fleet upkeep system. It seems that it's based on total available crew capacity, not USED crew capacity. I'm not entirely sure this makes a lot of sense to me. Say you've used all your available fleet capacity, and begin a large engagement with most of your fleet. The enemy reinforces more quickly or effectively than you do, and you're forced to retreat with substantial losses. Now, you find yourself in a position
I'm having trouble getting the map I've created to save properly. I've done one yesterday, saved to desktop, moved to /galaxy folder in sins directory, worked fine. Today for some reason, when I try to save it, I get an error message that says "Unhandled exception has occured with your application". EDIT: nm, found that there were two planets stacked ontop of one another, and the one I deleted was one of the home planets :P
Conquest Frontier Wars was the bomb.