Seleuceia

Seleuceia

Joined Member # 3020178
9 Posts 899 Replies 24,876 Reputation

Still have the cavern picture for many of the diplomay era planet bonuses... The night lights do not rotate at the same speed the dwarf planet spins...this results in the night lights oscillating between being on the dark side and being on the sunny side... String is still missing in map designer for ferrous planet (can't remember if it's fair or not)... Greenhouse planet might have its picture shifted off... Unity Mass does not do chaining damage...</p

82 Replies 299,106 Views

The only group that I think really should be complaining about the DLC is the competitive MP crowd...the new planet types don't add much to ICO, the new planet bonuses are too much of a crap shoot, and the planet specialization is too unbalanced....and yet, even from their perspective, all they have to do is NOT BUY THE DLC and still enjoy all the balance tweaks and additions made by the v1.5 patch (and the DLC doesn't screw up ICO, that's nice too).... Ironically, the MP

23 Replies 19,626 Views

I'm ignoring planetary specialization for now since it is so bugged that it's anyone's guess as to what the values are supposed to be... Let's play some what ifs though with planetary specialization...if social specialization doubles the population but halves trade income, that's only going to help a high population planet with low logistics and high allegiance...basically, your HW or a terran close to it.... If industrial specialization halves the populati

28 Replies 33,393 Views

There are 2 general things I can see that would affect orbital structures... One is the mass of the planet...more massive planets should, in theory, be able to support more structures....this would suggest that gas giants could support the most, dwarf planets could support the least, and all other planets would more or less be the same at some value in the middle... The other factor is debris...it makes sense that an asteroid in the middle of an asteroid field would field less

28 Replies 33,393 Views

Economically, deserts outperform terrans... Terrans have max population 280 which results in 7.0 credits per second...deserts have max population 190 which results in 4.75 credits per seconds... So on tax income, terrans are 2.25 credits better, but only at 100% allegiance .... Consider that deserts have 3 extra logistic slots...that's (in theory) 3 extra trade ports, which at bare minimum will be 3 extra credits... So even with no

28 Replies 33,393 Views

After reading Goa's post I took a look at a planet bonus file and...damn.... Cursory look told me these are the new modifiers: Bombing damage reduction Max allegiance Ship build cost Weapon damage Max mine count Max SB count That is HUGE... Now to be fair, I'm betting this is more v1.5 than the DLC...but, unless you use a mod, I bet only DLC planet bonuses make use of the new modifiers (or

42 Replies 108,331 Views

Per feedback, here's the oceanic with a little more green... Methodology: Same as oceanic in post 2, but with 2 extra steps... Contrast +30 Saturation +50 Brightness -80 Select land only (Select:By Color the water with a tolerance of 15, then invert selection) Hue +20

5 Replies 14,202 Views

After some feedback (elsewhere, not here obviously), I've changed the terran to be less green and to have darker water... Here is an updated screenshot... You can download the texture here ... Here's the new methodology: Contrast +40

5 Replies 14,202 Views

One thing you have to keep in mind is the Frontend galaxy, the one in the background of the main menu... Any error that could crop up when a galaxy is generated can then occur at main menu...this includes things like planet abilities and planet bonuses (since the planets are actually loaded)... This inclines me to think it is an error either with your resource asteroid counts or with your asteroiddef....I suppose it also could be an error with dust clouds or titans (since the

105 Replies 354,198 Views

Changed the two references to the solar flare as you suggested... No idea what (if anything) is different....but, it doesn't seem like there are any problems while watching the blue and green stars... The nice thing is that I'm not getting any logged errors in the debug, so at least that's fixed....

105 Replies 354,198 Views

Well, for the MicBrush, uhm....first off, there's nothing in the texture at that location...at least not that I can see... If you remove the brush reference, you don't get an error when starting a game as TEC...so, maybe that brush reference isn't even used?

105 Replies 354,198 Views

Awesome! I "searched" for both but apparently not intelligently enough... I will make the changes and see what works... As for the screenshot, I hit ctrl+shift+prtsc (I think) and go that message, then the UI blow up about 10x and was all funky...then the game MDed...

105 Replies 354,198 Views

In case you haven't noticed (read: you live under a rock), all planets have new high-res textures....in general, these are absolutely gorgeous... They only textures I'm not a fan off are the new terran and oceanic textures...sharing the words of another critic, they look like maps and come off as very fake...in my opinion, the core issue is the colorization....therefore, I have attempted to recolorize these two textures, hopefully for the better... Below are some befor

5 Replies 14,202 Views

[quote who="Yarlen" reply="16" id="3367480"]Actually, the Hard and Unfair bonuses didn't really get changed in the end IIRC. The extra oomph the AI has is pretty much due to starting with 2 frigate factories. It made a tremendous difference. [/quote] Whatever it is, it worked in the hard game I played...

58 Replies 59,383 Views

Assert @ C:\Projects\P4\SinsRebellion\Release\CodeSource\GS/Render/GalaxyCamera.cpp(287) DirectXAssert: [!FAILED(dxVerifyHR)] Context: g_Core.d3d9->GetDevice()->CreateOffscreenPlainSurface( imageWidth, imageHeight, bbDesc.Format, D3DPOOL_SCRATCH, &destSurface, NULL) HR: (E_OUTOFMEMORY)-Ran out of memory Got this while trying to take a "high-res" screenshot using the default key mapping...

105 Replies 354,198 Views

[quote who="AgentExeider" reply="12" id="3367455"]is it me or is this like distant stars or 7 deadly sins, which was FREE btw, now being dressed up into PAID DLC?[/quote] New planet types were added...what I mean by this is that you actually have new hardcoded content: the new planets have their own unique colonization and population tech modifiers, something that could NOT be done previously with a mod... You also have the planet specialization system, which is again somethin

32 Replies 118,588 Views

Well, I can imagine that for the less experienced, the problem will now be the jump between normal and hard... I think normal is fine where it is at right now...honestly, I think the current hard should actually be unfair, with hard being somewhere between the current normal and current hard... So those who like the current hard would end up playing on the new unfair, those that want to move beyond normal would play the new hard so the jump in difficulty isn't too high...<

58 Replies 59,383 Views

It's not an insult to you (or anyone) at all, please don't take it that way... Until rebellion, light frigates were the laughing stock of the game...LRFs totally dominated them and LF spamming was rare...about the only time an LF spam might work is if your enemy spammed flak (which was very unlikely)...keep in mind that before corvettes, flak had more HP and were a very good counter to LRFs... In short, LFs were hardly used and LRF spamming was the name of the game....

473 Replies 1,013,617 Views

I'm glad they boosted the hard AI....I always found that hard was too easy but unfair, while not a bad challenge, was too "cheesy" as it was too obvious the AI was cheating... I think the hard will now be a happy medium between the two....

58 Replies 59,383 Views