hydrocarbn

hydrocarbn

Joined Member # 2940422
4 Posts 533 Replies 16,038 Reputation

[quote] efficiency has NOTHING to do with whether or not the atmosphere affects efficiency, its simply a matter of how much can get through even if I had panels from twenty years ago they would be more efficient by factors of five or ten up 200 miles. [/quote] That's not true - but what I meant is that the problem is not the ATMOSPHERE it's the PANELS THEMSELVES being horribly inefficient. That's why I said "efficiency", which as you correctly pointed out

141 Replies 235,042 Views

[quote] hey i just pre-ordered the game today any news on when the next bata will go out?? i did not recieve a batat sieral number via e-mail so i guess ill wait a couple of weeks looks like a great game cant wait to try it. [/quote] Devs have said early November, you shouldn't have to wait long.

241 Replies 227,543 Views

[quote] Umm, I'm pretty sure sending up equipment using even Soviet-era delivery platforms is well into the billion-dollar range, when giant expanses of otherwise useless and cheap land is sitting out there not being used and easily accessible by air or sometimes land. the issue instead is maintenance, especially considering a few square meters up there would equate to acres down here [/quote] No it wouldn't. S

141 Replies 235,042 Views

[quote] then at least provide a quick and easy tool to let it happen if you've already made the adjustments, like me. [/quote] "Here's a 250kb tool to remap every memory allocation in the source code to account for 64-bit systems, then compile it in less than 30 seconds. If you believed that, I've got some prime beachfront property to sell you."

51 Replies 62,159 Views

[quote] hm... no, because then a maxed out capship could "train" weeker ones, think about what would happen if you had 2 or 3 in a group with one other level 1? [/quote] If they already maxed out, I don't see a reason they should gain useless XP. I suppose you could negate the risk by sending in a couple max capital ships, but if I had a bunch of max caps I'd use them for faster ventures like attacking an enemy planet. You could

12 Replies 3,709 Views

Confirming this too. I thought it was some crazy gameplay mechanic, like you'd lose track of fleets by sensor range if they were between systems. They warp out, and poof they're gone, but their selection boxes are intact and you can see the trails. You can also follow them as usual by double-clicking.

16 Replies 4,101 Views

In EaW you'd place hardpoints as bones, which covered weapons and attachment points for bridges and such. So these emitters are essentially those, serving both as weapon hardpoints and particle effects (ala the engine trails)? If this is a stupid question, sorry, I haven't got much into the modeling stuff yet, and I'm asking for a mod team buddy of mine. [quote]The only file formats we truly need are .3ds, or .obj, because they are pretty much universal, and can easily be conve

91 Replies 54,144 Views

[quote] Useless, more cost effective to build it in the desert absolutely not. [/quote] Umm, I'm pretty sure sending up equipment using even Soviet-era delivery platforms is well into the billion-dollar range, when giant expanses of otherwise useless and cheap land is sitting out there not being used and easily accessible by air or sometimes land. Oh, and the Chinese are not going to plink at satellite

141 Replies 235,042 Views

[quote] In another popular thread here, it was pointed out that the max count is easily modded in the gameplayconstants file. Full instructions are included but it's really nothing more than opening it with notepad.exe and changing 2000 to 10000000 or whatever crazy number you want [/quote] Ah! Thanks, I guess I remembere

25 Replies 16,454 Views

The ModMeter says 22.534%, rounded off. Seriously, there's not really a way to measure it. You can do a lot, more than enough for a basic mod now, and you will (from what I've seen/heard) be able to do pretty much everything needed for a mod (as opposed to a whole new game using the engine) once the Forge Tools are out. [quote]but for sure you can modify the ship limit.... *crosses fingers*[/quote] Interesting question. If I remember correctly, the ship count was lock

25 Replies 16,454 Views

[quote] carbon all you have documented here is a failure to make a spawning capital ship, I dont see how its going to effect anything, its already a cluttered thread. [/quote] Oh for christ's sake then go post whatever crap you feel like in the thread, I'm done here. I'll keep anything I discover in the future to myself.

49 Replies 28,125 Views

[quote] there really isnt a topic anymore, its not possible, we want it, the vasari dont have it... whats left to discus? [/quote] Then make another thread on that topic. Don't clutter this one. I worked hard to try to implement this and it'll be useful to know for future modders. A giant unrelated discussion doesn't contribute.

49 Replies 28,125 Views

[quote] Do you specifically want to use the squad mechanism, i.e. for free auto respawn? You might have more luck with the SpawnFrigate buff type, as with the Sova's missile turret and the mobile space mines in my Kin of the Stars mod. Set the expiration time to something insanely long (or try -1 for the expiration time, that might work for infinite lifetime), and you can essentially build ships out of antimatter. [/quote] Hmm, this soun

49 Replies 28,125 Views

[quote]Colony ships can now launch troop transports to attempt to capture an enemy world without exterminating the population.[/quote] Can you elaborate on how this was done? I haven't peeked at the colony ship or siege frigate files yet, so it might be a easy 'oh just decrease this to 0 or change this to true' thing but it'd be appreciated.

60 Replies 47,742 Views

I did in fact already try creating a dummy SQUAD file for the carrier then referencing the individual carrier file and pointing the carrier build to that. Doesn't work. [quote](BTW for future reference you can edit your posts to add info insted of creating new posts )/quote] Not the thread creation post - oddly enough there is no edit button.

49 Replies 28,125 Views

Useless, more cost effective to build it in the desert. I'd like to see Richard Branson or someone say 'you know, this might actually be a pretty good platform for launches' and use the cable as a space elevator, though! fake edit: oh it's wireless. what a bummer.

141 Replies 235,042 Views

The prices at the black market are extremely high (often topping 600creds/100 unit resource). In addition, the sell prices do not fluctuate, usually staying at 250 then dropping to 200 in the middle of the game. Is this intentional? I'd like to see a system where if you sell a bunch of metal and flood the market the price actually goes down, as right now I'll put a ton of creds into metal mining, (which also isn't a giant black hole if you play a long enough game), then sell it as it's

10 Replies 4,708 Views

So I was playing a 3v2 with the Slipstream Productions guys. Due to the traitorous actions of one of our allies, we were doomed to lose. I decided to taunt my enemies until they came to attack me. Little did they know, I had a megafleet! A megafleet of scout frigates. My fleet of eighty scout frigates formed up in a nice formation. 8

7 Replies 18,594 Views