furyofthestars

furyofthestars

Joined Member # 4817817
17 Posts 273 Replies 8,560 Reputation

[quote who="Nomada_Firefox" reply="2672" id="3664623"] I have one question. Perhaps somebody can answer it. What controls the amount of pirate ships attacking you? [/quote] I believe that all is controlled in the gameplay.constants file under a header of pirateRaidDef.

2,761 Replies 7,618,373 Views

Ok, thank you. And it tested successfully once I upped the chance of the affect to 100%. My initial run with it, I never saw the affect land on its targets, so I guess I'll have to work on tweaking that. ;)

4 Replies 12,733 Views

Ahh, ok. I'll give it another test run, then, only up the "chance" affect to 100% to be sure. How difficult would it be to get it to appear on the UI, or is it impossible for a FixedLevel0? EDIT: And sorry, I should note that I know it will appear under the abilities upgrade button, but what about once I've clicked that? For Caps it is visible there.

4 Replies 12,733 Views

Hey all, I've never done much for Titan ability modding before and I'm trying to add a 5th ability as a FixedLevel0 passive to one, but it's not showing up. The same ability shows up just fine on Caps/Frigates. Looking around real quick I see that there are some special things you have to do to get an ability on Titans (though some posts seem to indicate that a FixedLevel0 should work just simply being thrown right in?). Could anyone give me a quick crash

4 Replies 12,733 Views

Hey Goa, I just ran a game using only your E4X 1.82 mod that was packaged with your latest release of SWI (Alpha 3.3) and ran into an issue. Not sure if it's with the mod or with the latest changes the Devs made. Will be a long while before I can run another game to confirm. Played as Tech Rebels, researched TAR, and the Pirates remained hostile towards me for the whole remainder of the game.

577 Replies 2,991,153 Views

I haven't had time to test further, but what I can tell you is on my first run only one obviously had the wrong tool-tip (it duplicated one of them). I didn't realize there were others wrong because they were swapped rather than duplicated. I noticed that during the second run and had to swap the names/benefits around (I had also taken note of what they were called in GF and which planets I put them on). The second run had 3 duplicated in the tool-tip (mean

577 Replies 2,991,153 Views

Goa, you might already be aware of this but figured I'd let you know, seems Sins doesn't like the whole 20 artifacts thing. It seems to bug out on a random 3 (which ones are different each time) where it will show the wrong planetary tool-tip and "losing" the planet does not update the research tree to show them as no longer owned. I do not know if the bonuses are properly removed. Tested via Galaxy Forge in creating 21 worlds owned by player from start with one of e

577 Replies 2,991,153 Views

Holy poopsicle! [quote who="Mromson" reply="9" id="3639463"] Woah, I didn't expect the game to get any further updates [e digicons]:O[/e] [/quote] Same here! Thanks guys!

18 Replies 131,310 Views

I think bluedxca93 was just joking around... having a bit of fun, if you will. Well, that's how I read it, anyway. *shrug*

8 Replies 37,829 Views

Yeah, you can either adjust those, or add a moon/asteroid on the back side of the starting worlds. Without the game in front of me, I think the Oceanic and Greenhouse worlds take ~4(?) labs to be able to colonize. AI will not scuttle structures... so typically you're looking at them only being able to build 3... maybe 4 at their homeworld (split between mil/civ), as normal start gives them 2 frigate factories and they'll immediately build 1 cap shipyard (quick s

3 Replies 5,238 Views

How long have you let the game run? Off the bat, for yellow on the right, I see a Greenhouse world as their first stepping stone. That requires a fair number of labs to colonize. On the left, blue, I think that looks like Oceanic? Same deal, there. Would be best if you gave each player access to at least 1 world that doesn't require research or a large fleet to colonize (ie, Asteroid, Moon, Barren). If sharing of the map file ends up being neede

3 Replies 5,238 Views

Ok, well it used to be instantaneous for me. For example, refreshed the site to see (2) next to the subscriptions link. Clicked it, then clicked the link for this thread. In the past, for me, it would then immediately update to (1), yet now it still shows as the (2) and will for several minutes still to come as I move about the forums. EDIT: Yup, about 5 minutes later it updated.

8 Replies 37,829 Views

Not sure if anyone else has noticed... but the forum seems really slow to update for me. Things like the number of unread threads I'm subscribed to, or when I give Karma to someone, it takes the forums a few minutes to update my "view" to properly reflect changes. For example, right now, the subscriptions link up top shows 1 unread thread. But when I click on it, I see all of them are read. Probably by the time I finish this post, it'll finally update to corr

8 Replies 37,829 Views