WattNu

WattNu

Joined Member # 5675950
0 Posts 14 Replies 48 Reputation

15 targets without the 2 banktarget-tech?! wow i have seen a "funny" thing. and perhaps you have an idea and something can be done. with enhanced research mod, all is doubled. and i really like that. but there is a problem with the akkans armistice. with more antimatter, even 2 akkans can be invulnerable for eternity. i have seen 2 huge ai-fleets locked in "eternal armistice, lets simply look at each other" for FIVE hours gametime over the same planet. (

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[quote who="GoaFan77" reply="166" id="3483972"] As long as its only on your personal computer I don't care what you do, though I obviously can't hep you as much, because as soon as you make changes I don't know about we are no longer playing the exact same game. Sharing your changes with others is when it becomes complicated. [/quote] my minor changes are only for personal use, i wont share em. and its my own fault, i wanted a executor in the galaxy fo

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thx a lot for answering. i use the steamapps galaxy forge. havent found a version number. i edit the homeplanet, and add via groupmanager a titan and colony frigate. is that wrong? the ai recognises the titans, cause its grading em up. but it doesnt move em. i can use my titan normally. havent checked with other mods yet. cant let my star destroyers wait today ;) (mods in use: e4x, interregnum, and the optional ai, no superweapons and research)

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damn, i havent yet solved my old problem and a new arises.... on an existing map i added titans for all. but the ai only grades them up, but dont move em =( all titans are with the correct races and startpoints. EDIT: is it possible, that i have a wrong galaxy forge version?

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update: i have tried my map with another mod. the ai is aggressive like ever. i got stomped fast. so it must be the combination of my map and your mod. i will look into this further. i hope its ok, when i alter existing content like maps and mods. its only for my personal use.

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i did that allready ;) and i know the ai doesnt care sometimes. the ai behaves completely different on vanilla or my selfmade maps... EDIT: short offtopic: im playing sins since years, but now i start to really appreciate the modable nature of this game. in your mod i just modded the mines on the pirate bases out, and im without a real clue. (in my own preference, the mines stop the ai too much.)

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so, i played my selfmade map. i seem to have another problem. still that strange ai behavior. it colonizes, develops its planets and has an sb on all planets. but its fleet is weak, and its expansion slow. way too slow for vicious aggressive. i think i already tried it with and without ai mod, with and without no superweapon mod. and it is a single star system. i even tried with a connected star and a loose one. wormhole or not doesnt matter. strange, that it only occurs when

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YAY!!! that helped, now the executor shows up. you saved my day, AGAIN. if i only could do something in return, but im no modder. i only look how the expert guys done it and take that as an example. now i have to check if your new optional fix helps with the weak ai on my selfmade maps. (im using your mod, and your ai mod.) until now vicious is more like normal or hard. occurs only on my maps or when i alter existing ones too much. havent tried wit

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thx for the quick answer... i tried to edit the GalaxyScenarioDef (without a clue what to do), but i cant get it to work. i increased the planetItemTypeCount by 1 and added a line like planetItemType designName "Emp:Titan" entityDefName "TITAN_ING_EmpExecutor1" now the executor shows in the forge, and i can place it, but it doesnt show up in the game seems as i have to be pati

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hi thx again for this mod. i want to make a map with an executor right from the start. (my second map ever) i tried to copy the GalaxyScenarioDef from your mod to galaxy forge. now i can place empire frigates but no empire titan. is it possible? im doing something wrong?

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thanks for the FAST reply. ok you got me. that wasnt a bug. for the first time ive forgotten to research the last executor tech [e digicons]8C[/e] (im laughing about myself now. the most obvious and i tested and tested to get it builded) thats a point about strike-craft. im not a modder. the only bad point about this mod is the bad performance, which even led to a few minidumps and me playing small fleets and maps. only one other

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hi there. im playing the supposed alpha. its a complete joke. even as a alpha this is the BEST mod ive tested! imperal fraction is total fun to play. a wish: there are many strike-craft around. thats not good performance wise. is it possible to perhaps merge the squadrons into a single stronger strike-craft as in a minimod in SOGE? ive ran i a strange bug: everything was fine for many plays. in the current game i cant build the executor. it builds around 3/4 and then s

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