[quote] but the at the end there isn't any page break Well, there should be one. You need a line break there, or you'll always get the error. [/quote] that solv
Shadowhal
ok, checked the code again, but the at the end there isn't any page break. at the scenario description I entered there is, but I dont think that counts. it also happened on another map I made, where I basically only changed a large maps star and planet counts. I will work over it, maybe see if I can reduce some of the connections as Schod suggested. in the original planing there were even more, but I soon saw that it would be too heavy. as it is, most grav wells have 3 or 4 connections
[quote] Do you have a line break at the end of your file? If you don't find the problem, just upload the map and I'll take a look at it. [/quote] ah, at the end of the file. that may be true. I ll look into it. well, the files are already jpg format if Im not mistaken, so no need to convert them. thx for the help.
[quote] you find a photopage, now it doesnt work! [/quote] I guess I'm not the technical genius. but I think it does work with right click - display. any ideas how to get it to work properly.
well, I found a photo page, so here, enjoy: [img]http://s231.photobucket.com/albums/ee259/Shadowhal/?action=view¤t=ScreenShot_12.jpg[/img] [img]http://s231.photobucket.com/albums/ee259/Shadowhal/?action=view¤t=ScreenShot_11.jpg[/img]
I have a new map in the works, its an accordingly big 8 player map, should be suited for both ffa and for teams. Short brief: 40 planets (including 4 anomalies) + 1 pirate planet 61 jump lanes, thus fairly open. long long jumps into the heart of enemy territories on the other end of the map possible. Screens: its a bit hard to gauge exactly what it is like couse the map is a bit too large to display it properly http://rapidshare.com/files/65774318/ScreenSho
cool, could have thought of that myself. btw for any who have troubles finding them. they have a special folder next to the save game folders i.e. C:Documents and Settings\Username\Application Data\Ironclad Games\Sins of a Solar Empire
[quote] Eh, you can hardly notify about friendly fleets heading towards your systems -- you'd go insane in short order. However, what we should get notifications of are enemy fleets entering neutral systems where we have a presence. E. G. pirates just entered the star (where I have a scout), or the enemy fleet just jumped into the asteroid I'm getting ready to colonize, and have my Sova covering. [/quote] nono, I should get a large warnin
[quote] But if we set it up where you have to choose only one player to ally with with AND it is permanent, it will make for different teams then would normally form. [/quote] is that different enough from what we can do now with locked teams? we want numerically equal teams anyway, so teams of 2 are not an issue. the only thing that changes is that it might be formed more on the game situation than friendly preferences. that is of cours
[quote] admiral there is a big fleet coming. really admiral there is a big enemy fleet coming. admiral wake up there is this huge enemy fleet coming. ADMIRAL that fleet i have been warning you about is here now. too bad we only have two cobalts to take it on. [/quote] I know it was negligent on my part, but then the game is supposed to have a smart way to automise and prioritse things, right
no, permanent alliances in ffa is not good. if you want make a limitation as to how often it can be changed in a given time, if even that, but for fixed teams we already have a game mode. yeah, max. number of allies sounds nice. if you see one doing badly, you can drop him in favor of a stronger one or vice versa if you feel someone is getting to strong you abandon him and let him get destroyed by the rest .
yup, sounds like it would surely be interesting and produce some odd alliances along the way.
ok, something else: I played a game and got backstabbed by an ally, but ... I only noticed it when his fleet arrived at my battle, I can remember when it happened and if I even got a message of his fleet coming. so ... even for players who are sometimes a bit oblivious or too indulged in their thoughts, some kinds of events should get a specialised message that you just cannot fail to notice. I mean, come on, its ridiculous to get the same lvl of input when your scout discovers a new system as w
well, sorry dig around, but one way to do something like this is if you do it on a seperate galactic map a bit like in Rise of Nations or that Warhammer expansion Dark Crusade. Basically, you have a big graphical galactic map with many unnkown systems. every time a game is played, the outcome determines to which race the sector will afterwards belong. that way you can keep track of what race is winning and so on. but thats the rather simple and actually useless version. the oth
oh, I too thought there were sent automatically. well, I wouldnt know how it could do that given the fact that I use internet based mailing exclusively.
you mean a maximum number of players you can be allied with in a given game? sounds like a good idea. maybe also have another pact or some option, so you can see your ally's alliances.
[quote] Probably a line break. [/quote] in the code? hmm, strange, it happened when I just modified some stats on a large map and renamed it afterwards. wouldnt see any specific candidate for that.
anyone get the message "is missing \n in .\Galaxy\FILENAME" ? what does it mean? otherwise I seem to start getting the hang of it. thanks for the write up.
hmmmm .... food. I could talk for hours, days about food.
[quote] pffff, europeans suck, they cant even make good waffles [/quote] I can. besides: an american complaining about the quality of european food, amusing. [size="1"]truth be told, I myself was only in the us once, and there only in new york several years ago. I can thus not make a generalised statement and onl
past midnight makes me think of the 6 hour game I had with multi. I think we finally stopped at something like 7:30 am (we are in the same time zone). it really killed my rythm for the following days.
likewise, random maps should be more or less symmetrical, but scenarios may well have a few differences to make things more interesting. and as the others pointed out, every planet has a speciality, so differing setting just requires you to adapt your strategy and work with what you have. you see, whether a planet is better or worse really depends on the situation, so the grand plan is to create a situation, where that specific advantage you have can be well exploited. learned that lesson once t
think so too, facing command would be nice.
* you wonder why climate changes depending on year if your planet is stuck on the same position all the time anyway. * you wonder why the big oil companies dont build refineries to get infinite amounts even from depleted resource deposits. * you bring your wrecked car to a mechanics shop and wait to it for restore itself.
Also GMT +1, there are a few. I think you might get some more hints in the "big game" thread, where some people wanted to organise big games for the euro time zone.