1: I like variety, so I'd say it's a good thing. 2: It's a matter wether if you feel zealous enough to do it or not. If you know any shortcut method to do this that would be ideal, but that is still a gargantuan task.
TheHordesman
Wow, this isn't just great, this is a must-have! I usually play with diplomacy in mind so this is particularly useful for me. I never thought of it much before as I thought there was some sort of roof on 3. Excellent work!
The last streams have mentioned such a tool, but it will be available first with the expansion due to how shipsets are coded which can overload the game currently. A standalone executable will solve this as this will radically change how the engine works and nothing that can be patched away.
Let's face it, at the moment alliances are sort of crap. They work as a sort of protection from war and a victory condition, but nothing else. In Galciv II they had both advantages (you don't need to fight alone) and disadvantages (you will need to fight wars for others) and it made sense and all that good stuff. This is how alliances work currently: -Allied factions never declare war on one another. Uncertain, but I believe one certain mega event may make them declare
These issues persist despite recent updates so I'll bump this post up, doubt it was noticed the first time.
Thanks for the response! I will leave the names as-is. This creative output of mine did provide me with some great ideas, though. Now, on to designing a colony ship called "Manifest Destiny"...
No, but halfway right. The problem is both that it's a large hull and that the aforementioned ship design does not exist.
I believe I have encountered a bug. Long story: I felt that I wanted to change so that the fighter wings are called such instead of corvettes, and while doing so I couldn't resist giving ships more flavor by changing most of them. However, as I went through my first (TS) I found out numerous issues I wouldn't have noticed otherwise. These issues had to do with ships having designs and icons linked to ships that doesn't exist and in some cases medium ships ha
I had hoped to see a new ship style with earth's earlier models of spaceships, so you can see a difference between them and the current Alliance's ships as I doubt they have looked the same all these years. I like the idea of a new earth-based faction, and any early version of any faction is welcome (but my above nitpick remains). Also, encountering two earths in a randomized game is an interesting sci-fi theme. Dimensional paradox? Time paradox? Maybe one is actually inhabite
The new ships are gorgeous. It's like some sort of cross between Star Trek (scouts and surveyors?) and vertical shooters of old and I love it. It's a bit pricey for a DLC only containing a ship style, parts and the name setting feature though.
I have encountered this problem as well. Also, sometimes the strengths and weaknesses text will shoot off to the left corner of the screen on a game startup instead of being beneath the history description.
Looks good! Glad to see someone making custom models! You could ask Gauntlet if he would like a few custom models so he won't need to rely on stock images. The problem I usually face with using stock images is finding out what they are from which just makes me change whatever image I use for my original idea into something I don't know the source of, and so it goes on. No more of that! I am looking forward to seeing these guys animated, too! So many good
This pack is currently on hold based on his last post. Far longer than anticipated, but that's life. I hope these posts might remind him that there are still people appreciating his quality work!
Which I wasn't, quite clearly. I know there are many unused 3d models which were originally intended for the Iridium, for example. And really, it's the one thing we expected with the expansion that would require the least amount of work. And I wasn't bringing up 5 year olds. I don't like when people put words into my mouth. I usually put things in their mouths. Ghost pepper! Yes, I can make minor races. With mods. To say that if I want minor races I should solve it wit
I have Gauntlet's Race Mod, but I feel that Mercenaries should have been released with a bunch of new ones instead on relying on people to mod the game to add a few more. I don't see making new minor races being hard at all, just add a new logo, leader foreground and portrait and then a backstory, penalty, shipstyle and done!
When I got Mercenaries, one thing I was interested in seeing were the new minor races that would use the new shipsets. This because minor races is something you will deal with very often, and unfortunatly, it doesn't take long before you've seen them all. This makes the universe feel less exciting as you always see the same few less ambitious guys hanging around, while due to the faction editor you can have an extreme diversity in major factions. Currently, a good solution to
Yeah, I use no other mod at the moment due to the major update. However, I believe I found the issue. The original minor races are still in the game, as the Burrans became my neighbors in the very first game I started up. This does explains why the lines appeared to be duplicates.
I am thankful it worked out, sort of. Hopefully they will notice what's going on and do something, as it shouldn't be a problem in the first place. I wanted to say that I did encounter one bug, namely when using the optional file to keep the original minor races. For whatever reason an error log appears saying the script lines are already somewhere else. This happens both if I combine both the files containing minor races for GRM (the optional and default) and have them separa
Have you checked if the Nexus support emails has been lumped with spam? I can remember it did that for me once.
It is possible these will be fixed in the next patch, but the've been around for a while now and not gotten fixed so I will mention them anyway in case they aren't. - The base tech tree is referred to as Terran tech tree in the faction edit list, making it two Terran tech trees in a row. - The Snathi inverted colorscheme looks the same as the normal Snathi one when applied to ships. - Maybe this isn't a bug, but materials don't show on so
That is unfortunate. I will disable GRM when the update is done until GRM returns. Quite unfortunate timing there. I will wait patiently however. Let the move take the time it requires! In other news, there were talks about a shipset editor along the ability to customize faction AI and dialogue based on what faction they interact with in the latest stream. This would also later be added to Steam Workshop. Seems like GRM might get steamy .
You get a massive thumbs up (roughly the size of five milky ways) from me for not abandoning the project despite the loss of progress. You are a bonafide badass. Will this be with only core parts, or require the expansion? I know some parts would come mighty handy. Maybe for some factions only?
I think the easiest way is to tell people what files to avoid in a readme if they don't want a specific feature, which can be updated with each version if people are reporting issues. Save a whole lot of time and space. If some core files would then need to be changed, maybe include a slightly modded version of that file in an optional folder or give instructions to what to change in code. If the pirate style cannot be changed, I would say you should make the modded pirates an opt
I think they should remain the same and there is a logical reason for this. As they are, the colorscheme is one without any paint, just plain metal. And if you think about it, wouldn't it be strange if a chosen colorscheme goes for pirates throughout the entire galaxy, and even so they are never organized enough for full-scale attacks on planets, but settle for a common colorscheme for easy identification? I would change them to having Turian ships as those are a bit less
Nexus is free. Actually, there is no paid registration option. The special membership which becomes available past that point removes ads and allows you to use a faster server, not much else.