Nicky21

Nicky21

Joined Member # 2435998
0 Posts 0 Replies 6,228 Reputation

about the slow start mod: you are absolutely correct. the initail colony rush is a game killer for me. personally i found that there's no fun in playing the game after you've colonized the initial systems. and dont get me started on a colony beeing able to grow to the size of twice the homeworld in just 20 game turns; that's just plain wrong! so id like to suggest you something a lot more radical: a) make a huge maintenance cost per colony; something that would really

12 Replies 11,142 Views

1: i sooooooo submit to the idea of anomalies beeing spawn after the map has been amptied. 2: about the slow start mod: you are absolutely correct. he initail colony rush is a game killer for me. personally i found that there's no fun in playing the game after you've colonized the initial systems. and dont get me started on a colony beeing able to grow to the size of twice the homeworld in just 20 game turns; that's just plain wrong! so id like to suggest you somethin

7 Replies 3,215 Views

Note: i found the problem. the models in the gfx directory were named S54_blablabla when they should have been S40_blablabla. Hope that helps anyone. PS: there were a lot mor emodels missing or incorrect addressed, not just the hyperion. rav, i really think you should check out the models and their file names there were a lot of them missing!

150 Replies 155,856 Views

Scratch that, i can build now colony ships; i had to delete the ships folder in my documents ( you should note this in the readme file ). But right now i have a different problem. I researched until the large scale building and "hyperion" was supposed to show up; however i doesnt; Il try a full reinstall of the game; hope that helps.

150 Replies 155,856 Views

I just thought to let you know guys that on a 256MB video card this mod slows down the game considerably. In one ocasion, after 100 turns or so i had to manually close the game because it was unresponding. GalCiv 1.2, amd 64 3200+, geforce 6600 256mb, 1gb ram. Other than that, great job guys.

1,053 Replies 1,560,683 Views

I was thinking of a Star Trek mod and i thought: most of the time the ships contain a lot of non combatant stuff like conference rooms, amabasadorial rooms, holodecks, science labs, workshops..... So here's some components i'd liek to have mut i have no idea if it's even possible to mod. we shoudl have custom components designed not for combat but for economy, like: basic lab: ads 1 research pe turm, costs 10 Space Points<br/

10 Replies 8,295 Views

- When i place a rally point over an already existing construction and planet the rally point should take automatically the name of that planet or construction instead of "Rally point 59" it shoudl read like "Sol Manufacturing Base" - You should be allowed to change ship's names and starbases rather than typing a new one by yourself - You should feed the ship's names from an external file rather than have "Avenger 2445". this way

894 Replies 389,457 Views

Spleeze, i'd like to congratulate you on your effort. The ships look realy beautifull and it's nice to see that somebody is actually doing a star trek mod, not just talking about it!

64 Replies 83,471 Views

Guys, please don't take me wrong, but i'm going nuts out here waiting to have a nice star trek ship in my game! Are you ever going to release something? You dont need to make modular components or have every little ship that ever showed up on a star trek show, just release 3-4 ships for now for us folks with no moddig skills to play with! a galaxy classs, an akira class, an intreprid class and maybe one of the cooler shuttles woul

133 Replies 60,157 Views

- Cloacking and countercloacking technologies. Ex: A ship with cloacking device mark 2 should be detected on the map by ships with with counter cloacking mk 2 and above within their sensor range. A ship with cloack mk 3 cand be detected by a ship with anti-cloack mk 2 at it's sensor range - 1. - Ability to make patrols using waypoints. For instance i want all the ships/groups that arrive at waypoint 1 to automatically go to waypoint 2. Then i want to be able to program waypoi

894 Replies 389,457 Views