Ship Graveyard? Your mods are consistently awesome.
Tirolle
I like it.
That actually sounds pretty =P So its possible, I just can't find what makes the neutral resource thing.. Thanks, I can wait indefinitely if I can't figure it out =D
Looking at the planet entity files you see lines like :: neutralCrystalResourceAsteroidSetup neutralMetalResourceAsteroidSetup metalResourceAsteroidSetup crystalResourceAsteroidSetup With uncoloniseable asteroids, gas giants, and that other thing I can't remember having the nuetral ones, and anything coloniseable having the others. How is this controlled? I've been looking through entity f
I like this idea. It would make strategy more important, just have to worry about the time scale really.
Can you remove say... something 'useless' from the buildmenu for a logistics slot and put that in, or make it a tac slot factory?
Hi. I just wanted to bother you about the stars. I can't seem to find any information about altering the stars. It seems to me that there should be a way of 'colonizing' the stars for tactical and logistics slots. If not the stray asteroid. Look at the star entity files, the have the entityType "Star" while planets have a planet. I currently do not have access to the game to test this, but I was wondering if anyone else had tested it. It would be neat to have 40 - 100 tac and logistics
Hardcoded, unalterable?
[quote]It'd be best to just use hyperspace tech instead, to make it fair for all the players since you can simply send an endless wave of frigates to the enemy's home planet with a space gate in orbit.[/quote] Well, all races in the TC would have this ability of course Also, this would have to be a discovered ability right? Since they raped the galaxy for a lot of them (rodney's gateway to the milky way) and they didn't build them.. they placed them etc, so a lot/some of the planets
Are you going to make a planet based jumpgate that instantaneously transports ships from one planet to a destination planet? Limited of course to frigates.....................