Good to know that i was not the only one spending insane amounts of time :LOL: add the following games that i didnt see (or overlooked) here -Imperium (Amiga) -Romance of the Three Kingdoms (Amiga) -Renegade Legion Interceptor (Amiga) -The old Battle Isle games (1 + expansion , 2 + expansion, history line, 3 (shadow of empire) (Amiga+PC) -Balance of power (Amiga) -Command HQ (old PC) -Supremacy (Amiga) -Frontmission 3 (PS1) -MAD / mutually ass
DARI
[quote]I acutally found SR2 to be completely bug-free. Except, of course, for some rather serious (and hilarious!) typos and translation gaffes, but I never had a single crash-to-desktop or issue of any kind.[/quote] this is galactic news speak - as they wrote in the manual i had the evil starforce version - and even then the game never had a ctd ! [quote]The ability to play RTS battles and text quests outside of the main game![/quote] thats already possible v
Try this one : http://www.lostlabyrinth.com/ even multiplayer on same pc (cooperative) gameplay can be much longer than what they write on the site or for the hardcore powergamers : http://www.progressquest.com/ since one can count mafia and gta as rpg then consider "Brigade E5" as RPG if you still have a CRT-screen from the ol'days - get system shock 2 and 3D stereo glasses then play it in a dark and silent room its amazing ! <b
[size="16"][/size]MULTIPLE-CPU-CORES SUPPORT ! [size="6"][/size]for the evil +400 systems maps [size="1"][/size]options to have a useful log (for modding) and option to deactivate the automatic dump generation in a CTD event Trading : availability of resources on the general market should depend on the number of neutral planets / extractors - if all are taken by the players then there should be only goods available from the players (or not if they don't want to trade)
thanks for the 1.04 files and another thank you for separating the changed files i already mentioned it in the update thread but : i really really would like the srings file for mods to be an append operation instead of being a complete replacement ! [quote]Editing all the files by hand in note pad is a wee bit tedious[/quote] try using another editor like pspad and use a "unix shell script highlighter" it makes editing much easier cause strings, values an
[quote]-'Unit under attack' events are now suppressed for trade and refinery ships.[/quote] i hope this its just the played sound thats suppressed - i still would want to know if there is piracy on the high seas in some uncolonized system. Especially since i like tradeships to alter dynamically fleet support Would it be possible to have a [U]separate strings file[/U] for modding that appends it content to the base game - else updating mods is a really pain (updating 135 re
thats what we need a retro alien b-movie mod :LOL: GJ !
instead you will get a new hard cap number of planets -> number of constructors / number of logistic points -> number of tradeports/ships and anything of that can be reduced to debris it is not unlimited lets do some arbitrary number crunching : one player has 15 planets with average 2 constructors and one tradeport at each planet 15planets x 2constructors x -20slotcount = -600 fleetsupply 15tradeports x 5tradeships(lets hope there is no piracy at the hig
[quote]assuming they had the advantage[/quote] one of the reasons war exists - very nice story , want to know about the pirates allies too ! thank you :)
without adding fuel to the discussion about limiting fleetcaps - heres my quick'n'dirty working solution fleetcap based on tactical/logistic development of a planet : change the constructor entities slotcount to a negative value eg: [quote]basePrice credits 200.000000 metal 20.000000 crystal 10.000000 slotCount -20.000000[/quote] i also increase the costs of that ship to balance the gains ! fleetcap based on trade / refinery network & safe
thx uzii for the quick answer ! i just wanted to make some visible differences between some research fields like ecology to get more various colonizing techs and popcap increases for that infamous planet mod ;p and lots of other techs
have fun hitting 200+ times your mouse while holding shift to outbid the 100k bounty on your head :LOL:
Hello, does anyone know : 1. to create a new research field beside the 4 standard fields (combat,noncombat,fleet,artifact) 2. make more than 3 blocks of subcategories of research working in the game ? i made following entries to a player entity, the game loaded but only the top 3 entries were shown with the right dimensions in the research screen : [quote] NonCombat blockCount 6 &n
[quote]Direct brain control system. lol[/quote] don't lol - somewhere i read about a working prototype that is already in advanced development stage as an input device (targeted for the mmorpg crowd too lazy to type their emote-commands) now ontopic : if one doesn't like the wc3 similarities one can always remove (modding..)the levels of capships and all the special abilities of all ships. At least you don't scream about the loss of your one and only lvl10 cap ship but inst
this is the ultimate hardcore 4x game for the people with a lot of imagination ! supports up to 9 AI players or a crowded room of hot-seat-madness :LOL: http://www.gamers.org/pub/games/uwp-uml/misc/world10.zip a good ol' dos game called "world is mine"
[quote]For that kind of playable game coming out I am willing to spend double the SoSE cost in pre-order. MOO, X-COM, SC 2, Starcraft, Outpost 2, Ascendancy etc players have evolved into higher payed citizens and are cash cows and can be milked for a lot of cash and the developer who takes this into consideration can make a fortune.[/quote] thats so true :LOL: but (cash)cows tend to be dumb and waste their money for a low-quality alike and wonder later why there are only
nice thank you - now where is the comprehensive list of modifiers and variables that can be used in the various types of the entity files ?
i "solved" the problem with deleting all the custom maps :SNIFF!:
same problem for me too ! *GRRRRR* but [size="5"]removing custom maps helped[/size] - [size="7"]big thx[/size] for that tip dersleeper now lets face it : custom maps cause game to crash on startup - that is insane !
need a rollback to 1.02 too since upgrading to 1.03 starting sins i got only a black screen and a minidump in the background
and i got it after an update to 1.03 X-(
...set a man on fire and he will be warm for the rest of his life.. btw. thanks for every new planet uzii and pmutzu!
xXAequitasXx thank you for your nice mod :CONGRAT: playing with the constant file that has the pirates maxsupply set to 350 yielded a CTD after a raid was launched with the severe level - several less threatening raids worked without a crash now using the file with the reduced setting btw the TEC anti-strike-craft-turret also targets capital ships !
nice and funny too - with your description i can imagine the story in my mind very good keep going ol'witch (now iam expecting a "wrong age" answer :LOL: )
i smell the remains of glassed planets in a race of total annihilation that moo1 and 2 used to be :LOL: were is the moo2 mod ?! [quote]Without any maintenance costs, and unlimited units, it just seems silly.[/quote] the increased price includes 2 years of maintenance - no refund if that ship gets destroyed...