MrKorx

MrKorx

Joined Member # 1424512
0 Posts 21 Replies 17,072 Reputation

[quote] A huge hulled ship would have the largest ship type of "warp"/energy core and starbase would have much larger or many cores. Therefore shields should be about 200-300 percent stronger, due to their size there would be thicker armour and more PD turrets and the hulls would be mega strong. say 2000HP+. In fact I'll be modding my TA to that effect at some point. [/quote] Idoubt it would be that fun, taking out such a thing on a smaller ma

139 Replies 37,098 Views

@DivineWrath I'd like to add, that eg. the US "SDI" Program will still leave the chance that some nukes get through. Take the ISS, I think one could speculate whether it is even equiped with at least some defensive capabilities... I think it is a pretty basic starbase with one additional production module ;), we would need more contructors--and some ships, if we were encountering lets say the Snathi :D @all Especially from the playability point of view, how should starbases

139 Replies 37,098 Views

@Zyxpsilon I think, the tilt values for "child" objects of planets, define the pathing/location relative to its parent, ie you could place a ring "shifted" around it's x/y-axis. I'm still trying to exactly reproduce this ingame behaviour in my mapeditor. There is probably a custom math function behind it, since it is possible to set a "slingering" path for moons, at least it looks like it ingame. As Kryo said, it's quite strange...

67 Replies 142,575 Views

Well, my experience is, when using the cheat to create a new minor there are just 5 additional minors available, provided that you set the minors to be 8 at start. This leads me to think, that the game pulls the minors from raceconfig, but the english.str just gives a variety of minors, ie (randomly?) overrides their defined names in raceconfig--sort of wrapper for their names. Basically, the english.str serves as a sort of localization table. Anything further, I also have to investigate... but

11 Replies 5,363 Views

uhm, of course you can override the default data xmls. I just thought, they disabled modfolder-support for the latest beta. I'll get enabled again anyway, when the custom race has been implemented properly. I just wanted to point out, that you probably "waste" some time modding things, which are not completely finished yet ;) I would at least wait for the next beta, before seriously starting a mod.

4 Replies 4,652 Views

Well, adding +5 eg shields, if enemy has beam weapons, to an eco starbase matters a lot at the begining, it just enables you to get things going quickly from start on. As wyndstar said, Sbs are not to be considered relying on themselves. I would find it cheesy to just build super fortresses all over the map and having no fleet at all. 4 eco bases at start give you a big production boost,and when it comes to war, you just add some defensive modules to key SBs. Sometimes I even leave my ecobases u

139 Replies 37,098 Views

Man, this is not Q&A, as far as I'm concerned. I just gave my opinion, if it doesn't bother you, thats your problem. I'm sure there are equal numbers of players who consider them ok. And you still missed the point, please read again. Of course, they are weaker on maps >medium, which seems logic to me, since starbases lose their importance on bigger maps. In RTS game language, its massing ;)

139 Replies 37,098 Views

I'm sorry, you disqualified yourself. You don't wish to be open for reasons already given, thats ok. But there is no need to be that aggressive. I grew up with C64, ZXspectrum, so you really should not judge me in that way. Tell me, on what side the foolishness is. Thank you. A starbase is surely not defeated by a ship bigger than small hull, you may try a different strategy then. In my games, my starbases hold mostly throughout the whole game, you just need to tech/upgrade at the wrig

139 Replies 37,098 Views

Kindly, even a game should at least be based on some reality. I do not want to have an unrealistic powerful starbase, compared to a ship supposed to be even bigger than the starbase, and therefore more hitpoints.

139 Replies 37,098 Views

I could refer to history... No fortress has ever been able to survive for eternity, some day, every fortress has been taken/destroyed, at least I don't remember any which hasn't. I doubt, it would be that much fun, taking out an AI "super-starbase" requiring huge fleets, and that thing even survives a capital assault. But I would like to see the AI defending their SBs heavily. Still, the major issues is, what to do on >huge maps, where that many enemy ships are around? As I imagine, huge

139 Replies 37,098 Views

I also play without it. It usually avoids to combat ships with multiple weapon/defense techs. Imagine, the US would trade their(as I think) expensive and quite useless stealth tech to an (as always) "temp-ally-foe" in exchange for say some needed diplomacy skills, lol. The russians would party, having access to that tech, as they already possess stealth detection tech.

121 Replies 29,835 Views

[quote] From both reality and playability standpoints, static defenses should always be weaker than mobile forces. No purely static defense has held since the industiral revolution (and probably since long before that!) Why should we expect the future to hold anything different? [/quote] I agree with that. Anybody remembers DS9 when the Dominion attacked? DS9 was heavily defended by an allied fleet. The same applies for SG Atlantis, which is in a sense also a starbase.<

139 Replies 37,098 Views

Well, if I remember correctly, mod support has been disabled. Though, I also like modding, I think it is too early even think about modding TA since it is BETA, which means it is not the final product! I don't want to sound rude, but you shouldn't complain about things not working in beta, its simply not out for modding purpose. Just be patient, the races get tweaked anyway :) You might have done your mod for nothing. A beta is not supposed to be a mod-friendly version, since other thing

4 Replies 4,652 Views

Well, as far as I noticed, I haven't had even a single ctd yet form beta 3b to 3d. Stardock did an amazing job, considering manpower and time. Very impressive so far. The only issue is still the disappearing Turn-Button... I think, the problem has multiple issues. First one with autoimprove function for spaceminers, which got fixed I think. But the second one has something to do with the attack code targeting orbiting ships, I think. Maybe else with especially arceans first strike abili

4 Replies 2,022 Views

well, that is the reason for setting up a 2nd version, using wpf, where all my ui friendly dreams come true ;) In terms of finished work, I've got basically all the core together and it is just a matter of designing a good UI, fun with wpf. So to shorten your list, if you can setup a "shipdesigner", that would be great, I'd be willing to share code, you'd get 3 controller classes and the settings usercontrol to get things going quickly. Btw, we'll soon have a svn system ;)

10 Replies 3,858 Views

I don't want to discourage you either, but I invite you to come to [link="http://www.i-mod-productions.com"]i-mod[/link] and lookout for the galciv2ide. Then contact me please, since I already started a wpf version, which will go into every detail. All the bussines objects etc alredy exist in quite advanced state, as well as the whole gamedetection and datasettings, Probably we could join our efforts...

10 Replies 3,858 Views

Don't worry about the game setup... I completely revised the underlying detection resulting in nice class Just be patient please, the next relese will bring some big changes and will be most probably TA compatible, however there's still much to do.

155 Replies 118,336 Views

Well, the GalCiv2IDE DOES NOT write into registry! It just reads the install paths. Any other reference to my tool in registry is win autocreated. What you can do, switch on hidden files/folders, and look for any reference in your home directory's(your username) subfolders (eg. [win-drive]:\documents and settings\username\local settings\applicationdata\I-Mod-Productions) and delete the i-mod folder, if it exists. I'm sorry, that is all I can say, but you might even screwed your win

155 Replies 118,336 Views

@SkynetSystems The DA download version does not seem to create the necessary RegistryValue for the IDE to recognize it, since the path is retrieved by this regkey. (At least at your system) I'll upload a mapeditor bugfix version later today, I'll put a fix for your issue as well in there

155 Replies 118,336 Views

That's strange, I'll investigate into this issue. BTW, ANYONE who experiences a crash when loading the created map, should look into [link="http://www.i-mod-productions.com/showthread.php?t=455&page=6"]here for a workaround[/link] There has been a nasty little bug reported, which will be fixed quite soon.

155 Replies 118,336 Views

Currently, the mapeditor is not working properiy with either mod option enabled. This will be implemented in a future version. Please, since you seem to invest some time into the mapeditor, it would be kind if you were posting a sort of experience-summary into the GalCiv2IDE forum at I-mod-productions. May you also could describe the rename thingy a bit closer?

3 Replies 3,189 Views

I am running @1440x900, but it souldn't matter what resolution. @jubjub It'd be nice, if you could post your debug into the bug report

155 Replies 118,336 Views