And no... not looking to make them a playable faction... (not sure if it's a common request, but figured I'd put that out there). :P Actually, I was doing a little experimenting with pirates and noted that they can't/won't use wormholes or jump between stars. Anyone know if it's possible to give them the tech to do this (from game start), or if it just simply wouldn't matter because the pirate AI is programmed to ignore wormholes/stars anyw
furyofthestars
[quote who="WOEaintME" reply="5" id="3427091"]The fair versions are a strange beast in my opinion. Fair uncolonizeables guarantee you'll get one asteroid type and leave it at that just because it's, well, fair. I agree there's no reason for the spawning probabilty of a certain extractor to be zero in an uncolonizeable gravity well but I also think there is no reason to change it. It needs to be limited in some way and this is a fine way.[/quote] While that state
[quote who="WOEaintME" reply="2" id="3426955"]3) The zeroing out is likely not a bug, just a case of they are guaranteed to have another asteroid type.[/quote] Not sure I understand? By zeroed out, I mean that resource asteroid type will not spawn at all. [quote who="WOEaintME" reply="2" id="3426955"]5) I believe the desert home has always had 4 asteroids (likely to make up for the lower population of desert homes compared to terrans)[/quote] Right, I
[quote who="RavenNagicxx" reply="1" id="3426951"] I believe that TerranHome's Social Upgrade bonus was intentionally cut down. For the price of about 3-4 carriers you were getting an upgrade that made you spit out >40c/s more than you otherwise would have. Given that you would not frequently lose that planet until the game was over anyways, it was a pretty permanent boost. Compare that with a terran world in 'neutral territory' - harder to hold onto.[/qu
Make sure the player who owns the world where you want to start is Player0, then set RandomizePositions to False.
Right... so figured it out (finally... not having the time to thoroughly look into stuff is a pain). It wasn't .NET. It was a version of Visual C++ Redistrib 2005 I was missing. I happened to notice, that despite having had two installers - one labeled x86 and one x64 - and my PC showing two copies of it installed, they were both labeled x64 in the installed programs list. Grabbed a good x86 copy from MS download center, installed, still didn'
Yes, I do (link to MSDN site is for reference). http://msdn.microsoft.com/en-us/library/hh925568%28v=vs.110%29.aspx [IMG]http://i44.tinypic.com/2iuf95t.jpg[/IMG]
My .NET is up-to-date. I have up through and including v4.5 Full installed and Windows update shows no new updates. Would you like screen shots to prove that?
Yeah, I dunno. I've tried copying the entire directory now from my main PC over to the other one... still no go. Problem signature: Problem Event Name: CLR20r3 Problem Signature 01: galaxyforge.exe Problem Signature 02: 1.0.0.0 Problem Signature 03: 527bde72 Problem Signature 04: GalaxyForge Problem S
Wasn't looking to add more files in there... was looking to move them to that location on the other PC just in case that version of GalaxyForge was hard coded to look there. That laptop is fully up to date, too. I know it isn't missing something as simple as .NET. I wouldn't be able to do my job, otherwise. ;) Oh well, doesn't matter this second. I'm back home now so I can look up the directory path directly and even test moving game files
Hmm, I wonder if this version is hard-coded to look at the install directory for its supporting files? Anyone care to help me remember the install directory path (seems I'm not at a PC with it currently)? C:\Program Files (x86)\Steam\SteamApps\common\ \Galaxy Forge I think... right?
Wondering if someone could help me figure out what the supporting files for GalaxyForge.exe are supposed to be? Specifically, the one that is in the install directory from Rebellion 1.8. I wanted to stick it onto a thumb drive so I could use it while not at home/around my main PC and was hoping all I needed to do was copy the "Galaxy Forge" (<- note space ;)) folder where it and several other files resided. Alas, that apparently wasn't enough because it won't st
Been pawing through all the planet entity files and have found several discrepancies. Some I'm pretty sure are bugs, others I would consider as bugs, but maybe the devs did it on purpose. As a disclaimer, though, I don't know what truly are bugs and what aren't, so I'm just listing them all up for them to be aware and decide for themselves. EDIT: Basic tweak on the numbering. R# for Resource, SI# for Social/Industrial. These first few are conc
Well, mind you guys that when I said it looks pretty green to me and that I envision more tropical/jungle environments, I'm not thinking of something like what-ever-that-planet-was-called (Pandora?) from the movie Avatar. Please understand, I'm not asking why the Greenhouse pop isn't closer to that of Terran... I'm just thinking that it'd make more sense (with the way I'm looking at it) to have the numbers between Greenhouse and Ferrus swapped. But given
[quote who="GoaFan77" reply="3" id="3424950"]Venus is sometimes called the Greenhouse planet because its atmosphere is over 90% Carbon Dioxide, hence it has the strongest Greenhouse effect we know of. It is also why it is the hottest planet in the Solar System.[/quote] Ahh, ok. That makes sense, I suppose. [quote who="GoaFan77" reply="3" id="3424950"]I don't think the name is so much a problem as the texture. The fact that it is not Green and filled with planets m
I don't know if I'd consider Venus a Greenhouse. Or maybe they should've used a different name? When I see the term Greenhouse, I think of something similar to this: http://en.wikipedia.org/wiki/Greenhouse . As such, the image that is brought more to mind is a tropical/jungle like planet. And while such worlds may still have many ways to kill you, Ferrus worlds are not without their own pitfalls (literall
I was wondering if someone could help me understand the population numbers these planets support. Not in relation to everything else or anything like that... obviously the numbers are all made up, etc... but rather to each other. Looking through the plain text files on these planets, I see that Greenhouse planets can support 70 pop, and Ferrus 140. Additionally, Ferrus has additional research (as Vasari) to increase the supported pop, mentioning it as a "non-organic" habit
[quote who="Xeon-sins" reply="9" id="3424931"]I'm going off topic here but, can anyone tell me why GalaxyForge keeps on auto saving the maps that I make. I keep on having to delete them. Nearly 200 auto saves files have been deleted so far. Is it because that I keep GalaxyForge open?[/quote] Yes. My best guess was it was their attempt at an "undo" feature.
I'll just throw this post in here to support the general concept of this suggestion. It's been a little more than a year since I played. I came back to the game a week or two ago and noticed this change. Can't say as though I see a difference in the effectiveness of the jumping Orky other than putting more restrictions on the when and how it can jump. The result is still the same, just it comes later in the game. [quote who="GoaFan7
Thanks for the reply. Yeah, it does seem intensive and I forgot to add I had no intention of doing it that way. lol If I did it, it would end up being a few key vessels. Thanks for the tip on the Sova's Embargo. Forgot about that.
Hi, just want to get a second opinion on what I see as being the "solution" to a mod I want to do. I want to create a mod that creates a new Artifact, one that mirrors the effects of the Weapon Boost Artifact, but instead of applying to only the controlling player, it will also apply to their allies. After briefly looking through everything, it appears to me as though the method I'd have to use is to create a new ability/buff combo (using the Advent Carrier
Too bad, too. Dents tend to make most things look unattractive.
*thinks about harpo's comment, then face-palms as the realization hits that there's practically nothing that can be said that can't be interpreted dirtily*
Hey all, I'm having an issue where after I've updated Rebellion from 1.4 to 1.41 I can no longer change any of the video settings. The refresh rate selection box is empty (nothing to select) and changing any other values does not cause the "Apply" button to become available. I have used Steam to verify the file integrity, but no change. Any thoughts?
Dent beating require Dev hammer....