kuertee

kuertee

Joined Member # 2574824
0 Posts 3 Replies 137 Reputation

actually sins was always "suppose to be" and "marketed as" 4X rts. you guys are definitely correct: gc2 == 4x sin == very slow rts :P ironclad does have a good base for THE game, though. so kudos to them. sadly, sins isn't it yet. (for a true battle space sim, try hw2. add complex mod, for "epicness". i hope this steatement doesn't the trigger post-deletion.)

7 Replies 12,139 Views

play homeworld2 with the complex mod http://www.homeworld2complex.com/features.htm :D not as "epic" in terms of solar systems and/or galaxies. but still epic with features such as "...New game parameters, like Military rank, Crew, Honour..." i really wanted this to be THE game. sadly, sin's "epicness" didn't really last longer than the time it took for me to realise that all the gameplay features pointed to war - very unlike a true 4x games. but iron cl

5 Replies 15,622 Views

[quote]Greetings:If you want stars as planets, and also planets that have moons, then you need to check out the mod 7 DEADLY SINS.There are 5 colonizable stars, with MOONS! As well as Gas Giants that have moons (hence colonizable), and also planets that have moons.The new release is due out soon. That is when all the MOONS will appear. In its current version, you at least get the 5 stars.DANMAN[/quote] cool...danman. i did see the posts for your mods (solar sins and 7 deadly sins)

9 Replies 5,957 Views

(just had an idea. born out of my dislike of soase's unrealistic solar-system representation. i know its meant to be a representation like gcii's representation of solar-systems but gcii's method doesn't seem to fit well in this game.) we scale down the galaxy: rather than creating a galaxy, we create one system. a star becomes a planet and a planet an orbital body (e.g. moon). in this scale, for example, mercury, venus, earth, mars, etc... are added as suns. and their

9 Replies 5,957 Views

i kind-of understand why some of the solar system maps look weird: built for gameplay rather than realism. but c'mon!!! they're almost laughable: 6 planets sitting in what seems to be the same orbit around the sun. now, i can hold-off my realism leanings and justify their positions as more a tactical representation of the system (e.g. their distance from the sun and positions in the game represent the time required to travel from one planetary body to another) rather than a r

1 Replies 2,696 Views

a "game" option to automatically name planets as below instead of the current randomly (?) generated name. Star name: Sol Planets: Sol 1, Sol 2, Sol 3, etc. Asteroids and others: Sol A, Sol B, Sol C, etc. Star name: Vega Planets: Vega 1, Vega 2, Vega 3, etc. Asteroids and others: Vega A, Vega B, Vega C, etc. this will make jumping between star systems easier by using the pinned items.

1,040 Replies 558,893 Views

[quote]I may have found the solution: An old version of FRAPS I had running. I upgraded that, and, at least for now, the problem is no longer there. I upgraded in the middle of a bunch of "lowering my settings to the lowest values" stuff, so that might have changed things too. I've bumped those all back to the top again ('cept my resolution, I really should go do that), and the problem hasn't resurfaced ever since upgrading FRAPS.[/quote] "i concur." shutting down fraps fixed this i

36 Replies 15,623 Views

i experience the same problem: quit sins and the exe does not close properly and cpu usage jumps up to 100% - even after terminating the exe. i'm not sure if this is connected to sins or not but i've noticed something I definitely did not see until after installing sins - Impulse.exe. i've googled it but no "meaningful" results were returned.

36 Replies 15,623 Views

1. yes. i've been using colonisers as scouts. the ai still beat me to the planets. population (or more directly, income tax) is the key to winning. 2. sounds good game-play wise to make the game more difficult. but its "backward" experience-wise: you pour all your efforts in subjugating an enemy and you miss-out on the "reward" (which is my 3rd point). it seems to go against common-sense both in-game and out. for one: the receiving faction gets the "reward" - especially if the surrendin

5 Replies 7,749 Views

hey guys. i've had the game (dread lords) since it was released. and i've not yet been too impressed with it. (i think i've missed something.) anyway here are three things that diminish my experience with the game: 1. at the beginning: i have this feeling that the AI factions seem to know about habitable planets IMMEDIATELY - i.e. without scouting for them. is this how it is? if yes, is there a way to mod this so that the ai needs to scout for habitable

5 Replies 7,749 Views

ok...i've not read the whole thread. and being a programmer, i understand whatever brad & co decide to do. the funny thing is (and if memory serves me right), this bug (or something similar: the AI gets an extra turn at load or save) was also present in MOO3. and being a programmer, i can kind-of see how this bug may have eventuated.

192 Replies 78,699 Views

i've always thought that there are little or no "milestone" rewards in this game. sure you get to see a video once in a while - but there are no "real" cues that your civilisation is growing. e.g.s in the old game sundog, the city you are supporting grows in startopia, the space station's population go about their daily lives in pax emperia, you get to see your space ship bombard the planet surface and see the colony (graphic relative in size of the actual colony) get n

26 Replies 28,163 Views

for non-combat ships: [role]-s[speed] e.g.: constructor-s2 for combat ships: [hp or hull size]-b[beam]-g[gun]-m[missile] e.g.: hp6-b3-m3 or medium-b3-m3 or if upgraded, i'd leave the the name and tack-on the weapon stats: e.g. destroyer-b2-m3 with speed upgrades, i would add -s[speed] e.g. destroyer-b2-m3-s4 i rarely (actually don't) add defence stats to the name but i can use gc2's system: -b[beam]v[defence] (v for versus) e.g.

31 Replies 19,726 Views

when upgrading ship-designs...is there a way so that the selected ship retains all its components (not just the "extras") in the "ship design" screen. e.g.: when a colonisation ship, i'd expect the colonisation module to be present in the "ship design" screen so that all i need to do to upgrade it is to replace its engines.

8 Replies 8,204 Views

sorry if this has been asked before, but... what do i do when my main galactic screen doesn't have any of the 3d objects (e.g. planets, ships, etc.) as shown in this image? (did i turn something off - that i can't seem to find?) <img src="http://img370.imageshack.us/img370/168/galcivnomainscreengraphicsjr3.th.jpg" border="0" alt="Free Image Hosting at www.ImageShack.us

1 Replies 2,321 Views