In the new intro movie, you see soldiers marching towards a landing TEC Protev colony ship. Perhaps if you're observant (or bored with testing the second Beta [e digicons];P[/e] ) enough, you could gauge the size of an average human being against the Protev and then that against the other ships in the game. I remember seeing that Protev in the new intro and thinking "Wow, that is a LOT smaller than I thought it would be" with those troops marching towards it.
justinian66
So now that we have the Rebellion Beta, do you guys have any idea how long it will take for you to make your mod compatible with it? Of course you cant tell for sure until we get the actual full release, but does Rebellion pose a significant challenge for adapting your mod for it? I really miss playing with those Military and urban planets, as well as all the extra planetary bonuses and other goodies while Ive been playing the Beta. Thats why I'd like to know how lo
While playing a game as Rebel with a Rebel ally, I noticed they continuously jumped between two or three of their systems in what I assume is an attempt to engage the Insurgent forces that spawn in their grav wells due to my upgrade. Since they are rebel as well, they cant attack or destroy each other, but it effectively kept my ally so busy shuffling between its own systems that they became pretty much useless when I needed their help to attack our enemies. Has anyone else noticed this
Using the Galaxy forge, and more specifically through the planet template window, is there a way for a planet to start with a neutral colony? Im referring to the planets you used to see in the original game that had both tactical and civilian modules present along with a small defense force and had to be bombed in order to be colonized. I once saw a planet colonized by what appeared to be a rebel faction (the "fist" icon was over the planet) so I know at least that's possible.
How do I reduce the size of Gas Giants/Dwarfs and their gravity wells?
Just finished another awesome game without any technical problems. Great work guys! Mod rocks! I dont know if you guy's take suggestions from people outside the DS Team, but I was thinking about an idea that might be cool to play around with. Does the game allow for a second capitol? A planet that sort of acts like a regional/sector administration center that would reduce the "distance from home planet" value and in turn raise the alleigeance and tax/resourc
Oh good to know. Thanks. Was worried for a minute I downloaded a corrupted version again or something.
Ever since the 1.00 version came out, Ive noticed that Deep Space Free Port systems no longer show up at all on the maps Ive designed and played around with. The phase lanes just connect to the next gravity well. Also, the deep space observatory systems more often than not fail to spawn an actual observatory, where as before they used to always spawn one. Anyone else notice these problems?
So what all has been changed from the beta version? Or if that is takes too long to explain, what are some of the more recognizable changes? In the beta version, I modified the Starbase files to allow them to have more upgrades. Would I be able to just bring over those files from the previous version, or does the update modify those files and therefore mean I have to convert and modify the entity files again in order to maintain that small change I made on my own.
Few things Ive noticed after playing some more games. Dont know if they've been mentioned in the 257 other pages or not, so sorry if this has already been addressed. Are the gravity wells for Gas Giants supposed to be so big? It seems to take longer for my fleets to traverse the length of one gas giant's gravity well than it does a star's gravity well. Also, Ive noticed strike craft are able to fly right through a gas giant and attack targets on the other si
[quote who="Oatesy03" reply="6312" id="3023732"]Opening1 will give me nightmares... [/quote] You mean to say Snake Pliskin doesn't give YOU nightmares? Another question here. Any idea yet how the Rebellion expansion that's due to comes out soon will change the way game is played? Will it make the mod unplyable right off the bat, and are you guys already working towards integrating that? Hmmmm, yea I just realiz
Are deep space territories supposed to be colonizable? [e digicons]o_O[/e] Also, the pirates are wreaking havoc on everything again as if I were back in the bad 'ole days of the super pirates from Entrenchment [I shutter to think of the terrible slaughter and countless empires lost to those super pirate hordes]. With their capital ships pirate starbases, its nearly impossible for me to take out the system to stop them from causing problems. Lol, I saw
Oh and thanks for responding quickly, Stant123 and btw: [quote who="Stant123" reply="6263" id="3019516"]you can download the version I made available a year and a half ago and pull the icons out of that. Most of those remain unchanged and would take care nearly all of the question marks.[/quote] Just did this and everything works except for the Paradise Planet icons. Nbd, but just a heads up for ya
[quote who="Stant123" reply="6275" id="3020284"]It's possible you got a bad download, get another copy and give it another shot.[/quote] I'll try that and see if it works. Also, does anyone have or know where I can go to get the converted entity to text files for this mod? I was thinking of changing the Starbase Upgrade limit like I did on my old personal mods I used to play with but I cant do that with this mod since all the entity files are in BA
Got a problem here. The mod is crashing for me quite a bit, yet there doesn't seem to be any one thing that sets it off. Sometimes its when I'm in the middle of a game, and sometimes it happens right when I start up SOASE (usually the latter of the two). Also, about using that second method of Galaxy forge I talked about in my earlier post, sometimes the forge will crash on me too. Dont know if its related, but I'm guessing it has something to do
[quote quoting="post"] 8) Is there any way to make new maps for Distant Stars using GalaxyForge? i) Within the Distant Stars Extras folder there is a folder called Galaxy Forge, Copy and Paste this folder (or its contents) over your original Galaxy Forge folder (or its contents) replacing any files if it asks you to. When you start Galaxy Forge next you'll be able to use all of our planets. Or, the DIY approach (without custom icons): ii) The GalaxyF
Does anyone know where to find the conceptual art you see when loading a game? I'd love to see the whole pictures instead of just the section they fint in those loading screens. Anyone have a link or know the filepath to the stuff i'm talking about?
It doesnt do anything. There's no specific way or requirments for the planetary bonus to show up. Its just completely random. If you're just dying toget it however, download the Diplomacy Forge and add it to a planet through that. I would however be interested in what the original joke was behind it though, if anyone knows...
Finally!! Goodbye tedious/error filled Notepad modifications...
DIPLOMACY FORGE?!?!?!?! FINALLY!!!! Thank you very much
Thanks again. I did notice that one time when i tried to play the map where I modifed the notepad file to inculde the weapons test facility , it locked up and created a minidump. I just assumed that I had typed a bad code somewhere in the file or something like that. So are you saying that I pretty much wont be able to add the bonuses through notepad and play it through an umodded verions of Sins (meaning i'll have to create my own mod just to be compatiable with addi
Thank you harpo99999. I’m a bit closer to my goal now but I’m not quite there yet. Ive modified the lines in the Notepad file like you suggested (I think…) but its still not working out the way it should. I’ve tried various combinations of bonuses and planets but none are working except for the original 9 artifacts and the “Expert Crystal Miners”. To show what I mean, ill paste the section from the test map I’ve been working on to s
Sine Galaxy forge only allows you to place the original nine artifiacts and the planetary bonus "Expert Crystal Miners," does anyone know what the specific names of the palentary bounses are when you look at a Map through Notepad? I know how to place the original nine planetary artifacts and the "Expert Crystal Miners" and how to format it correctly, but it appears you need a specific name to place the other bonuses and artifacts. For example, to place the "Expert Crystal Miners"
Where are the newer threads? I'd love to read more about what people think is chasing them. As for me, I think it has something to do with Nanites as well. Nanites, or some mechanical based force, would help explain the psychological factor behind why this force continues to chase the Vasari for the last 10000 years. Just look at some of the greatest foes/villains in other science fiction stories. The Borg of "Star Trek," the Replicators of "Stargate," the Termi
FFFFFFFFFFUUUUUUUUUUUU- I just finished reading the whole story and now i realize witchfire hasnt posted any updates in months. :( Where are thou, oh talented witchfire? I want to know if Kol will finally get a chance to kick some Advent ass! Plus i want to know what the Vasari are doing all this time. I'm also wondering if you'll ever describe some of the special abilities the capital ships have, like the " Provoke Hysteria" on the Revelation or the Ja