Ehecatl123

Ehecatl123

Joined Member # 4474714
2 Posts 18 Replies 200 Reputation

[quote who="Ryat" reply="4" id="3150050"] Quoting Ehecatl123, reply 3Yeah I checked that. I've got Diplomacy v. 1.00. I'm trying to run Distant Stars for Diplomacy 1.00. Its the right version. Diplomacy v1.00 is a bit behind. DS 1.00 is made for the current version of Diplomacy (1.34 IIRC )[/quote] /facepalm. Right.... I should fix that lol >

13 Replies 9,722 Views

[quote who="-Norbert-" reply="1" id="3149892"]In my experience, errors in mods can on occasion freeze up the game instead of crashing it. Thankfully this happened to me very, very rarely. Could it be that the mod you try to run was made for another version of Diplo than you have installed? Also did you try to activate it only once, or did the error persist on a second attempt?[/quote] Yeah I checked that. I've got Diplomacy v. 1.00.

13 Replies 9,722 Views

Ugh... Galaxy Forge working for half the crap its supposed to be able to do would be nice. Oh and undo buttons. Haven't we been asking for that since ever though? :P

29 Replies 58,360 Views

Not sure what's going on. Tried to "Apply Changes" to a mod and the whole game just freezes up. I wait a while, thinking it just needs time. 10 minutes later its still frozen and not responding. I notice this problem happened a lot with Entrenchment, but I'm playing Diplomacy. Someone got an idea of why this is happening? Playing a mod shouldn't feel like pulling teeth. >

13 Replies 9,722 Views

[quote who="Ryat" reply="7208" id="3146316"]Once had a 10 bad downloads in a row. I blame Great Britain (site of the server the mod is stored at).[/quote] 10 in a row...? Whoa-- that's insane. Alright well this'll be my 5th time. And its always the same problems. A.) I can enable the mod but cannot hit Apply Changes as doing so freezes my game completely. And B.) I can play without hitting the Apply Changes, but

8,423 Replies 15,670,869 Views

Alright I'll go ahead and attempt a re-download. I tried playing without the "Apply Changes" and I can play on the maps, but then I notice I go to one planet connected to the phane lane and suddenly have no way of progressing lol. I surrender and look at the map to find that I and this one other planet am completely isolated from the rest of the map and silently I wonder "uhhh.... what?". The particle effects and such still work but eh... I'm not sure if its a

8,423 Replies 15,670,869 Views

I can't seem to get this mod to work. The checksums match at 45685027 for the Version 1.0 Diplomacy pack but all it does is crash my whole game and make the program not respond the moment I click "Apply Changes". There are no folders within folders. I've followed pretty much all the directions. So what's the deal here?

8,423 Replies 15,670,869 Views

[quote who="mcintire" reply="16" id="3144605"]They don't own a planet, they have a small asteroid that they remodeled using junk from whereever. [/quote] So why not a starbase? That asteroid has health, probably personnel, and acts as a base anyway. I really don't see your argument in them not being allowed to have a starbase because pirates shouldn't have a static base-- when they already have a static base. [quote] The "ma

23 Replies 88,494 Views

Sins pirates are anything but low profile. They own a planet, build big fleets, attack big faction fleets, and man defensive turrets. Why not a Starbase? Never seen One Piece. It looked silly. But there are plenty of Scifi works where pirates own bases or even major starbases and cities due to politics and nations being more concerned about other things to care. And if you want to get rid of them, you should have to attack directly rather than cheaply resorting to Novaliths. Really, it&

23 Replies 88,494 Views

1.) Higher health really doesn't solve the problem. It'll just take a few more shots but the result is the same. 2.) A titan isn't necessary either. They could just make the planet invulnerable to such weapons with a few lines of code. I think it's more about the "coolness" factor of a pirate starbase. 3.) Pirate star bases are cool. 8)

23 Replies 88,494 Views

I actually like this idea. Though I'm no fan of the Mass Effect universe, I did like Omega Station and i do find the idea of a criminal starbase appealing. Just give them the starbase, take away most of the ridiculous turrets, get rid of the random-as-hell titan (seriously why would pirates have a super-ship?), and it'd be petty good.

23 Replies 88,494 Views

Simple fix: Make the game start you with your capitol as a flagship, but once you build a titan, make the titan BECOME the flagship. The titan then remains as the flagship for the rest of the game. Coding that should be a matter of only a few "if" statements.

28 Replies 39,460 Views

[quote who="SemazRalan" reply="44" id="2989947"]Ehecatl123: 1. Faction Naming: Can be done if you are willing to figure out how to add additional players to the 'autoAddplayers' section in the GSDEF file.[/quote] The issue is convenience. I shouldn't need to go into a notepad to do this. The option exists in the editor, therefore, it should perform the action required and not just... nothing. That shows an error in the editor that needs fixed. <

51 Replies 32,363 Views

[quote who="GoaFan77" reply="3" id="2967685"] Quoting Ehecatl123, reply 2 To give more details, when in galaxy forge, I turn off the default template for pirate planets in favor of my own number of turrets and standing pirate forces That's the problem. The pirate base default template is what tells the game to automatically colonize the bases for the pirates. In your template you did not specify that the base should be colonized, thu

5 Replies 8,041 Views

Okay, I figure since you may still be asking for suggestions I'd give my input. This is a list of things I'd like to see done for galaxy forge and what I feel would make it a LOT better. 1.) Faction naming. When you set the in-game name for a faction, that name should appear as selected in the game instead of the default AI faction names (such as Arn Consortium or Nithiem Rebels or whatever) and instead of whatever the player chooses as a na

51 Replies 32,363 Views

So far no. I went ahead and checked to make sure my slight alternation to the pirate scaling didn't screw it up and sure enough, its only on my custom map that this is happening. To give more details, when in galaxy forge, I turn off the default template for pirate planets in favor of my own number of turrets and standing pirate forces. Don't know if the pirates need to stay with the default template but I went ahead and shut that off. I also altered the group

5 Replies 8,041 Views

Recently, I've taken to using the Galaxy Forge to create various maps. Because I didn't want to ridiculously overpowered pirates of Diplomacy, I decided to use a textpad to edit the file and prevent them from scaling. The only changes I've made was changing upgradesPerRaid from 2 to 0 as was advised to return the pirates to "Pre-Diplomacy" statis. This was all I changed. Now, on to the Galaxy Forge, I've built the map with 3 pirate bases.&n

5 Replies 8,041 Views