Strikerkc

Strikerkc

Joined Member # 2522949
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It only does that when you try to use a core ship's name. For example, you can't simply make a new faster constructor and call it "constructor" since that's the same name as the standard ship.

4 Replies 2,342 Views

So I'm looking through the library of ship designs and all the really cool terran ones say they require the collectors edition. I don't recall anything on my box saying it was the collectors edition, so is there any way to upgrade through stardock to be able to use these ships?

3 Replies 2,947 Views

I've had a similar thing happen with one ship in particular (my favorite one actualy ) If I'm not mistaken, the level of miniturization you have researched can effect the number of points you have available on a ship (the tech tree tells me I need more miniturizatio for the aprticular ship hull I like most), so if you build a ship hull and save it (even with no high level upgrades) it still might

4 Replies 1,381 Views

You'd still ahve the problem of a dark ship on a dark background, he's not looking for cool scenery, he's looking for being able to see his ships

5 Replies 7,045 Views

I've experienced the ships hanging out besides flipped planets on smaller maps, never had any new ones come to join them though (I wouldn't rule out the posibility of it being an invasion force in your case, at least the new ships showing up) The rest I haven't noticed though.

13 Replies 16,240 Views

he's just giving an idea for a logical background that has a more muted nutral color than the black of space. An outerspace ship dock, while logical, would not be adressing the issue he put forth, the fact that some time is can be an absolute pain in the rear to see your ships becuase they get "darkened out" (and thus match the black background making it hard to see) while your placing parts. I agree that another option would be nice, even if it was just a moderate flat gray or white

5 Replies 7,045 Views

I think the character thing would be good. If I'm not mistaken, some of the older civ games had actualy spy characters and units. So why not space civ ?

14 Replies 9,106 Views

Hmmm, it won't let me edit my post. I just want to add that the value of the ship should be determined by how many of it's hit points remain. That way a damaged ship is not a valuable to raid as a non damaged ship of the same type. It would promote finding multiple targets instead of just raiding the same ship over and over again. Example: My previous fleet (10 privatere modules) raids a ship worth 1000 bc thathas 50 of 50 hit points and win the fight, they would earn 10% of

15 Replies 10,151 Views

I think the module idea is probably the most effective track, think of it as the specialty gear for boarding and storage space for looted items/crew. Like you said, it would probably be best to simply keep the module as providing a bonus after you destroy an enemy ship in a traditional manner. Perhaps a privateer module that could only be placed on medium or smaller ships (traditionally, "pirate" ships have been smaller then those they attack, t also makes sense when you see my later

15 Replies 10,151 Views

I'm a very imperial fellow, big hulls, big guns, fast engines, and protection be damned (unless of course I've managed to pillage some decent tech from my fellow cultures).

6 Replies 5,119 Views

still not what I'm talking about, I'm sugesting giving the player the option of raiding enemy vessels. Prhaps adding a "privatere" modual that causes a monetary gain when an enemy vesel is destroyed by a ship with that modual. Perhaps make ships with that modual not show what race they belong to untill a certain espionage levels against the owner have been atained.

15 Replies 10,151 Views

Hmmm, i've only ever had a single "pirate" event, and that was a moral chioce. Odd Any how, I wasn't sugesting upping the numbers of independant pirats, I was mostly sugesting the ability to prey on enemy vesels yourself.

15 Replies 10,151 Views

So, the history channel on TV has been running some shows on modern Piracy, and they mention that sometimes a government will actually sanction and participate in pircay. So if we're still doing it today, why not in the time of galactic civ. I've had a few thoughts on how to go about it. Even now the game has the privateer building that protects trade routs, so why not one that preys on trade routs. Maybe make it an upgrade option for economic space stations, provides a bon

15 Replies 10,151 Views

It was the galactic trade race (the ones that actualy have low loyalty if I recall). It finaly worked after a while, so I built up the speedy conscructor fleets and took the nearest race by peacefull means. This evening I'll be on to the next two (those trade gurus and the bug people).

11 Replies 10,213 Views

well, I'm trying out the influence victory, and as a test I ran a bunch of constructors down to a lone enemy planet (not one of the non rebeling ones). Built up some influence bases with the final influence upgrade. The enemy planet has the skull and cross bones, and the number in the brackets is 64.5 (or 64.somthing) and the plaet is still not rebeling (elsewhere on the forums I've been lead to belive they should rebel at 4.0), does it take a long time, or should it be pretty quick? <br/

11 Replies 10,213 Views

Does a file called "ModDescription.xml" exist in the mod's directory? Nope Update to 1.2. You should have options like the screenshots near the end of the official thread. <

7 Replies 7,854 Views

Ok, so I download the mod, follow the instructions, get it installed, but there is nothing I can find in the game called the "mods selection window" (the readme says to "Simply go into the game options and choose KHSM in the mods selection window" to use the mod). What am I missing?

7 Replies 7,854 Views