[quote]Amen to that, and thank you for not attacking me. Too often on any forum I see someone who just doesn't stop and think, and keeps on and on no matter what is said. I agree with your points above, and will try to avoid posting aggressive things, and just stay clear[/quote] [color="#98FB98"]Actually, I am usually being accused of thinking too much... ;) Thank you also for allowing it to stay civil. The only thing worse would have been a flame war, which I find to be absol
antracer
[color="#98FB98"] If they didn't want any hijackings, they shouldn't have made a game with Pirates in it... ;) As for the OP, Is he talking about Fighters? Frigates? CapShips? I'd guess, which I HATE to do, that he's looking at the Strike Craft. Once I know what he's looking at, I can guess with some accuracy... Which sounds alarmingly like Uzii's original problem with the post, which would make all that followed "on" topic after all, yes? [/color]
[color="#98FB98"] Thank you for the response, and for the insight. I must admit, I hesitated for a bit in posting the response because I do see you helping others alot, but the tone of the initial response, as well as the 2nd won out. Please accept my apologies for using your post as the vehicle... and thankyou for helping me to understand your motivations a bit better. If this will help in creating a more cooperative, constructive atmosphere it will have been worth it. Tim[/
[color="#98FB98"] This is why I don't ask alot of questions... and why there's no such thing as a "casual modder". I have done exactly as Uzii suggests, fiddling with the game info and ship files a bit. Making my Capitol Ships turn a little quicker, making the market work a little better. I'll never rival the scale or scope of a major mod. Quite frankly, there are times when I wonder if I've truly broken something. I've had to reinstall once because I did, which means the hour I get t
I have long wondered why the AI build as they do, and it appears you have inadvertently discovered they build CapShips as a percentage of other ships. ie, 1 CS per 25 regular ships. An interesting experiment: Make the frigates near free and see if they build more CapShips as a result. You cap ships will max out on levels due to swatting so many, so it shouldn't be a question of survival. At least it would be a little fun... T
[quote]an ATI Radeon x600 with 256MB of video ram. It's definitely the oldest part of the machine, but the performance has been fine for my needs.Also, 2GB OCZ pc3200 ram, two SATA 2.0 drives in a RAID 0 array. I don't remember the specs on the motherboard, but it's pretty beefy as well.[/quote] [color="#98FB98"]That ATI card IS your problem... I have an older 2.8 dual core with 2GB of Ram that had the same card... I thought it did pretty good, until I picked up a BFG 256MB Nvidia 860
[quote]OP: I want a timer option that will end multiplayer games at a set time. RESPONSE: none cares. Learn to beat people within the time you want. [I]note: I believe he means "no one"[/I] [/quote] [color="#98FB98"]How can you make a comment like this and then expect anyone in the known universe to give a flying crap about anything you have to say??? It amazes me how much garbage is in this thread. Here is a company that actually ACTS ON what it's
[quote]this is a good idea, I think the AI is overly hostile and those stupid "attack my random enemy" missions are annoying. It'd be cool to reduce the frequency of mission requests too since they bug the heck out of you and non-aggression treaties are relatively easy to achieve. This would be awesome.[/quote] [color="#98FB98"]This is something you can do... Download the mod tools and reference files. They are very helpful. To change what you're talking about is 2 lines in the game in
[color="#98FB98"] I don't know why, but I have an odd aversion to changing game speeds... Actually I do know why, it's my head. In my ideal world, the tactics and strategy and ship movement and battles would happen on slow, while the research and resource collection and monies were all on fast... It's not a function of liking it that way, it's a function of assimilating information. My head precludes me from handling an overabundance of the stuff at time, and I have to have most of my
[color="#98FB98"] I finally got some time with v2... I always play me vs. 2 AI, usually as TEC, and the others as the other two,(no randoms). They are set on normal difficulty for this test. I tend to make up maps, or randomize maps, and always try for at least 20 planetary bodies or more. The test game had 25 I believe. It makes for some potent enemies and some ground to cover. I can usually wrap a game up in 4 or 5 hours. Before getting to the actual Mod test stuff,
[color="#00FF00"] Glad to be of use ! [/color]
[quote]I mean when you go to a planet on the map sometimes it's not even a planet, but just an asteroid with Crystal, and Metal asteroids around it, is that radnomly generated when you make an asteroid for a planet?[/quote] [color="#00FF00"]To keep this simple so it's easier to follow along: Open GalForge and start a new map. One of the two planets will be highlighted. Look to the tool box, the part on the left. Go to the bottom, you'll see a line that says properties, and the words "T
[color="#00FF00"] The research idea is good. I like that I can expand what I've got by getting "better" at it... How many techs total are there now? IIRC there were 3 sets of metal and 2 sets of crystal, plus the extractor sets and the cargo hold sets. From what you're saying, the only level added was to the cargo hold set? In my own playing I too increased the population limits a touch. I also changed the base tax rate by one or two. It comes out to 13.9 or so instead of 12. It
[color="#00FF00"] A thought from the desk of "The Economy"... Have you been looking at the resource asteroid limit that was "instated" with 1.03? It's a little above my pay grade, but I have read some interesting stuff on cloning the planet files and adding in different numbers for each set. (ie. 3 Terran worlds, one with 2, one with 3 and one with 5 resource asteroids...) It would make for a nice variation to have a few good planets and a few not so good ones... Not nec
To that affect can anything be done to what appears (from the demo) to be a never ending supply of the resources from the orbiting rocks? Anyway back onto the never ending supply. If this was finite then you would have to explore more and/or trade which again makes the economy key to your ability to wage war. Cheers, Teddy Bär [color="#00FF00"]At current, I do not believe there to be a way to spawn new asteroids for resources... I imagine you could make a planet bonus or som
[quote]Im gonna say again which file is the black market file?? Ive been looking for it to do some of my own modifyingI tried to think of a reason why I should answer a question asked in a tone like that, but I couldn't find one.Sorry,Silvermane[/quote] I was thinking the same thing... good thing you got the question, I'd have been moderator acted upon... Hoping to have time this weekend to try vs2. T
Of course they do. And they do, all of them. I have a few maps from the v1.02 GalForge and more importantly, maps made with the UPDATED 1.03 GalForge THAT ARE INVISIBLE to both the game AND to GalForge, some seconds after being completed. I have followed ALL posted guidelines... It is not the version number. It is not that they appear on another page or heading in the map list. They exist in the galaxy folder in windows. This is why it's so frustrating, and why I got specific with the q
Can someone try/tell me wether certain charachters or conventions in naming a map can cause it to become invisible to Galaxy Forge? An example: Naming a map Player_vs_2AI_v1.0 I have maps that I have done with a reinstalled SoaSE, a redownoaded and reinstalled version of Galaxy Forge and I am still having maps disappear... They are in the galaxy folder, but neither GalForge nor SoaSE see them, and I believe the names of the maps may be causing the issue. It also
[I]So all their ships got nerfed?[/I] [color="#00FF00"]Have you ever wondered if nerf would work in space as a weapon? I'll DL the new version and try it out, although may not be until the weekend... I noticed you had changed the CapShip slots, 2 to 4 instead of three etc. What's the upper limit now? Curious to know if you do alot of waiting for money now vs. waiting for resources... In my own mod I had upped the tax base on population a few tenths of a percent. Not so m
[color="#00FF00"][font="Verdana,Arial,Helvetica,sans-serif"]Play tested the mod a little late last night... had a few "observations"... While I agree with, yet not necessarily enjoy the crystal/metal hikes in the costs of things, I notice an alarming lack of financial burden... There is more than a definitive trend here. As an example, increasing of logistics at a local colony: 94/188/282. It strikes me as odd that this massive amount of resources is required, yet very few man hours (
[quote]It's got something to do with the version flag in the map. If it's set to 1 I get that error as well, if it's a 0 then the editor works fine.You'll just have to wait for a new version if you need it to happen automatically. Either that or chnage the thing manually.[/quote] [color="#00FF00"][font="Verdana,Arial,Helvetica,sans-serif"]Actually 1 or zero makes no difference. I have tried both. It doesn't matter what type of map either, a DL'd one, a game one or one I created mysel
[I]Edit: silly me, it turns out you *can* add more than 6 frigates and 4 cruisers; you can have up to 9 of each. Don't know why I assumed it was hardcoded. This means it's certainly possible to have unlocked & progressive hull designs as you outlined antracer.[/I] [color="#00FF00"][font="Verdana,Arial,Helvetica,sans-serif"] So all those empty spaces are indeed usable... forgive my ignorance, please. As with all things, I know enough to get into trouble, but not enough to dial
I used to be able to load maps and modify them, but lately I've been getting this: [IMG]http://i64.photobucket.com/albums/h175/antracer/EU3%20Images/GalForge_2.jpg[/IMG] There's nothing there... and the zoom is out to lunch ! Trying to find the galaxy is impossible, as even at a zoom of 1 or 2, there's nothing there... I can create a new map, and use the change 0 to a 1 to g
[color="#00FF00"] First... I'd like to thank the forums for "losing" the first attempt at this... I was wondering this exact thing, almost down to the punctuation. By taking the CapShips out of the equation, what can you really do? To expand would require alot of small ship investment, use up all your resources... alot of time in battles with neutrals and pirates, and ineffectual battles with the other players. I had thought if I were to do something like this I would inc
[I]I just uploaded my mod, Heavy Nova, but it wouldn't take the description that goes along with it. I guess it was too long. Anyway, here it is, if there is any way to post this with the mod, I would appreciate it.[/I] I wanted to look at this, but where is it? It didn't show up on the DL page referenced above... Am I missing something? T