RespawnedTitanL10

RespawnedTitanL10

Joined Member # 4731262
22 Posts 225 Replies 14,663 Reputation

For what it's worth, I think (1) is a bug: "Fair" Oceanic/Ferrous/Greenhouse having a variable number of extractors seems to contradict the notion of "Fair" that stems from the other planets. Having said that, the randomly generated maps even with the truly "Fair" (constant-resourced) planets generate a huge amount of map luck/randomness by connections' length and more so by complete lack thereof, far exceeding what luck/randomness may come from variable resource counts on the

21 Replies 37,426 Views

[quote who="GoaFan77" reply="3" id="3470989"] Quoting sirdrannik, reply 2 And what about a custom map that I created via the ingame Map Designer? How do I make it competitive without bonuses? In the MapDesigner of Galaxy Forge, you may notice some planet types that have the word "Fair" after them, like "TerranFair". These are the planets used by the competitive maps, and if you use them in your map they also will not have any planet bonuses. I don't know

5 Replies 12,213 Views

Apps do indeed benefit automatically from having /LAA added (as long as they rely on fairly standard memory allocation calls)... assuming they don't start crashing in new ways, like I said. The don't need changes to make use of /LAA's main benefit. "Porting" to /LAA is basically a series of manual (or at least some semi-automatic) code checks to be somewhat sure the app can handle the 3GB address space without running into certain kinds of pointer bugs stemming from 2GB addre

48 Replies 51,562 Views
Reply to Galaxy Forge in Technical

The short version is: try installing http://www.microsoft.com/en-us/download/details.aspx?id=26347 (Get the x86 version, even if your OS is 64-bit.)

7 Replies 8,989 Views

I'm not sure how quickly the forum updates a post when you edit it, but I've added a precise version of the VC++ libraries [known to work for me with GF], together with a DL link for that.

17 Replies 16,345 Views

[quote who="furyofthestars" reply="12" id="3426881"]C++ alone has close to a dozen different installs.... Was beginning to think I had something installed that was actually conflicting with it.[/quote] Alas every program linked to MS Visual C++ libs needs precisely the version of the libraries (dlls) with which it was compiled/linked against, down to security fix version. The way Windows handles this insanity is SxS (side-by-side). Meaning you need to have all the

17 Replies 16,345 Views

[quote who="harpo99999" reply="10" id="3426299"] do you also have the .net v2,v3,v3.5 AND v4.0 runtimes? ms does not have backward compatability in the .net versions, which is why you NEED to have all the versions. harpo[/quote] Dotnet 4.5 is a superset of everything down to 2.0; it's not even possible to install the older versions if you have 4.5 (except for 1.x, which is separate kettle of fish). GF uses dotnet 2.0, by the way.

17 Replies 16,345 Views

[quote who="Seleuceia" reply="19" id="3473602"]for some reason the devs felt it necessary for ships by default to go to the edge of the phase lane cone instead of the closest part of the gravity well edge[/quote] They do go to the closest part of the arc resulting from the intersection of the well's edge and the phase lane, not to the edge of the "cone" as you write. Ships perform a local shortest path optimization inside a well when ordered to exit it (actually they do that regar

24 Replies 43,581 Views

[quote who="WJC3688" reply="2" id="3473606"]A PJI is extremely cheap, less than the cost of even one carrier.[/quote] Yeah, but presumably you can move back or forward with one [or more] PJIs dead, i.e. you are no longer discouraged by it. Being cheap does not mean easily replaced (in combat in particular if you kill the constructor frigates, something that most human attackers do). Also, the PJI might be cheap but it has a very long [re]build time, equal only to superweapons. <p

12 Replies 20,640 Views

That's extremely odd. Have you used quick start or normal start? I've used quick start when I saw the bonuses on the HWs. I didn't even try normal start. Besides that, I ran out of debugging ideas... unless you have some mods enabled. Try disabling all if that's the case.

10 Replies 63,229 Views

[quote who="Seleuceia" reply="16" id="3473582"] Quoting RespawnedTitanL10, reply 15I'm surprised we don't find more on this forum about intentionally causing "traffic jams" as an exploit/tactic when chasing down important ships (caps, etc.) Actually people do try to do it to caps and titans...they crowd their ships around it so the enemy can't jump in time to escape death... Quoting RespawnedTitanL10, reply 15To prevent traffic jams created

24 Replies 43,581 Views

[quote who="casper289" reply="5" id="3473588"] Fixed the issues with the entities and the stars. templates 0 appears on my map file. It must have been lost in the copy to pastebin. My issue continues with the planet bonuses and the planets however. I do have all DLCs. [/quote] I don't know what else to say... The 3 bonuses you added directly to each of the HWs work fine for me when I load your map even without the fixes I gave. I assume you have the most recent version of Si

10 Replies 63,229 Views

[quote who="Stilat" reply="25" id="3473201"] Respawn try dropping two military labs at the start and rushing LRMs (like in diplomacy metagame). Then switch to flak when the opponent pumps out vettes. Works wonders if starting distance isn't too close (flak+lrm beats LF+vette in every category (cost, fleet supply) besides build time). [/quote] Ok, I'm probably going to attempt this again today or tomorrow. (I got sick and tired of all the dev exe issues I encou

28 Replies 49,729 Views

[quote who="Landgrab" reply="14" id="3471423"] FFS fix the stupid phase jump bug that affects capital ships and the marza does not need these buffs. As it stands right now, I lose way too many caps because they spin out of control uselessly for like 20 seconds.[/quote] It's actually a bug (or feature) that affects all ships in a "traffic jam". Any ship will turn around if it finds that the precise spot it wanted to jump out from is occupied by some other ship[s], be they fri

24 Replies 43,581 Views

Well, PJIs obviously work for trapping ships of any kind and forcing a longer fight/exchange. Why do you think that the bombers can't take out any structures in this setting if they could get to the Halcyon? Does it regen AM so fast that they can't just ignore it? What level was the Halc? An initial save game would help. Also, you could allow the attacker to bring a capital ship as well since the defender has +50 fleet supply advantage here. (Attacker: 40*14=560 supply. Defender 187*3

12 Replies 20,640 Views

Hmm, that's weird. When I load that map in the dev exe (I have all DLCs) it says: GalaxyGenerator-AddScenarioPlanetItem Error: Unsupported EntityRef found for 'PlanetBonusTrainingAcademy'. But then the 1st player's homeworld shows up all 3 bonuses (listed by GoaFan77 above) working correctly for me. Training Academy in particular

10 Replies 63,229 Views

[quote who="Ryat" reply="40" id="3472481"]rs is IIRC the critical mass point for an alpha strike that can destroy a capital ship. Thats about 350 to 525 in supply. In a stand up fight vs LFs the LFs would win as bombers can't cause nearly as much damage as they can to capital ships and LFs rip open carriers. In a fluid situation where the carriers are moving and have a chance to jump out before sustaining too much damage and nail some critical cap ships in the process is the bigger issue.

44 Replies 129,156 Views

[quote who="Bartowski" reply="1" id="3463443"] I forgot to add I also like to research every tier 1 upgrade in both the civilian and military trees before I even scout the enemy. I have only tried this against the AI, however. Is this a valid strategy against human players?[/quote] Had I read this post before bothering to reply for realz, I would have said... obvious troll is obvious. [e digicons]:O[/e] [e digicons]:troll:[/e]

9 Replies 16,316 Views

My sandbox tests show that not building that initial (100 fleet supply) of LF spam as quickly as possible basically loses the game (as TEC/Advent) if the enemy HW is 3 jumps or closer. So if you take any of your FFs (frigate factory) off line before then, your chance of losing in a frontline situation in 5s is pretty big seeing that 3 jumps separating HW is rather common (about 40 to 50% of the time) on those maps. You also don't have time to find out how far the enemy HW is before commit

9 Replies 16,316 Views
Reply to Galaxy Forge in Technical

I also have dotnet 4.5 installed, but it doesn't create any problems with GF for me. Looking at the GF exe/assembly it seems that GF uses dotnet v2.0.50727. If you know a little about dotnet, the major versions like 2.x, 3.x and 4.x coexist; actually you need to have the lower major installed because the latter ones are supersets (except for 1.x which isn't included in 2.0.) The big snafu is indeed with 4.5, which has some incompatible changes with 4.0 and it's not installed

7 Replies 8,989 Views

You're right that the passive bonus armor is included in the total value displayed and not added after that, even though the infocard displays the bonus under the total. So at level 5 a Rad can have 13 armor (of which 6 would come from three levels of EA), but that surely isn't awesome as 19 armor. My bad for believing that the bonus wasn't included in the normal armor displayed, but I blame the devs for another confusing/gotcha UI element in this game. (Incendiary shells passive

41 Replies 171,424 Views

One thing that's not entirely obvious about the Rad is that once it levels up a bit, it easily gets an armor of 13+6(bonus from its passive)=19, doubling its hull basically, meaning you can spend twice as long bombing an enemy roid (or some structure with AM) before you have to retreat compared to most other caps. So it's not as awesome or obvious as the Kortul or the [bugged/OP] Corsev in the survival department, but it is not negligible either. On the flip side, detonate AM

41 Replies 171,424 Views

experienceGainedForDestroying doesn't actually grant any XP for killing planets (or their population over time) in the present day version [1.82] of the game. At some point, there was probably an engine change that ignores that line completely for planets, but they kept the line in the entity files (too much busy work to remove that, I guess.) So that line is a no-op [NOP for assembly geeks].

8 Replies 18,522 Views