They should put some angry eyes on it, and put some teeth in its maw and make it open and close like a mouth. hehe! But seriously I also realy like the big purple bellied monster, and the other SB's. I think the Dev's have done a fantastic job.
SZ0
I have noticed it is in red also and also its working properly its just that its in red. It is a little confusing I agree. I think its because negative values have to be applied for it to be a bonus, and negative values are set as red. Well thats the way it seems to me anyway.
Yes you should get an email immediatly after sending.
[quote]What if you put 2 planets on the the same coordinates? That would be a very bad idea. Even if the planets got spawned well apart in the Z axis, since the gravity wells are actually cylindrical rather than spherical you would have great difficulty telling which well a ship was in (for game purposes, each well is completely separate and even if they overlapped you'd have to phase jump to switch wells still).[/quote] This would explain why jumping along the Z axis can b
[quote]ratchit yourinstrctions will only show the original maps & any galaxy forge maps, BUT WILL NOT show the map designer maps which are in the galaxy folder next to the mods folder ie sins options mods show mod path(eg C:\Documents and Settings\"user name"\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\mods) then open the folder in galaxy forge C:\Documents and Settings\"user name"\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\galaxy and y
Try putting a planet you made in 1 stars radius into another stars radius, and also intercecting star radius's. I have had planets and stars go up on the z axis by doing this. Be warned though, you may find jumping fleets up and down the Z axis to different GW's a problem.
Actually most of space may well not be colourless. It might be just be that there is not enough light there for us to see it. At night, after you turn the lights out you'll see what I mean. And yeah! there are many many stars that would have nebula in their skyies.
No worries! Glad I could help
I've just checked Impulse myself(waiting for entrenchment update which is about to be released) and I've noticed the same thing. I still have all the latest updates though. When you run your game check the little number down in left hand corner (on the sceen that gives you single player, multi player,download updates etc.). If it says 1.13 or entrenchment 2.5, if thats what you've been updating, then your game is up to date. Hope this helps, also 1.14 is about to be released
You can. click on the "file" tab up in top left hand corner of your galaxy forge, then go down to "open". This should open up where all the map files are, double click on a file to open it, then away you go just like creating a map from then on.
I like your ideas "DesConnor" especialy the 1 about them capturing people for ransom. Perhaps in addition they could extract valuble info out of them also, stratigic or scientific or military. They could put this info on the black market and sell to the highest bidder. Maybee you would have to buy info that they obtained off you back off them to prevent enemy factions getting hold of it.
[e digicons]:D[/e] Yay great work guy's. I can't wait
I also have noticed that AI fleet high tail it when combined with thier SB they could have matched me. I have also noticed when they attack my GW with a SB in it and a back up fleet not so big as their invading fleet they don't retreat until they are desimated. It seems as though they only take into account your fleet size and ignore the fact that there is a SB. So I guess it works both ways.
Well I must say you certainly have put alot work into your presentation, nice job. Whilst I'm neither for or against the issue regarding carrier spam/ SC etc. being an issue with balance, I can see you guys are obviously very passionate about the issue. Which can only mean you are very passionate about the game itself, which is good to see! I do think however your idea for an extra intercepter class strike craft for the 2nd or 3rd expansion is a pretty cool idea. Probabley tho
^^And also I believe all HC's move 20% faster than all carriers
I don't know whether you'll read this jjz, but this really is a fantastic tool. Thanks! Took me awhile to work out how to install it properly, and to put the convertdata in it though. I'm certainly no computer wizz! If there's 1 bit of feedback that I could suggest, it would be to perhaps give a little more info in the "read me" about how best to go about installing it and getting it up and running. Allthough, I did learn some stuff mucking around trying. No
ha! Yeah, perhaps you could research a tech. "conspiricy theory".
^^I have noticed this too. Could this be a bug! Sorry I should have quoted. I was reffering to the carriers being able to jump out when thier SC were on the oppossite side of GW.
[quote]I don't think the flak turrets are absolutely necessary. maybe a nice addition, but I'd not have it too drastic, maybe half of what tec hangars get. aside from that: 1) small fleet of carriers is relative. I mean, if your starbase is maxed out on hangars, then you have 14 squads (or 20 for advent). you'd probably want to staff them with fighters, because defensively they are just better at killing whatever threats the starbase cannot kill itself. so, let's say you
[quote]and oh yeah in the meantime can you stop with the immature smilies in ALL your posts and shove it up yours? Thanks. [/quote] Well I don't think I should have to be saying this, but some etiquette please!! Having a difference of opinion is one thing, personal insults are another. You my friend are the one who is immature.
[quote]One thing I wouldn't mind seeing in future expansions (I know this post is ment for the 1 after entrenchment and is focusing on none military, sorry) is having a capital ship prototype. This could be researched say after the heavy cruisers on the research tree, and be just that bit more powerfull than your standard capital, also cost more to suit. I don't know... i like the idea, that the first is free and then you can build more if you have the logistics and the money. If y
^^ Yes I agree, I would still like to see another capital though. Perhaps there could be a new prototype, able to be researched after the heavy cruisers or somewhere around there. It could have a bit more fire power and survivability say an extra 10% all round would be good, plus of course cost more to suit. I don't think it should use more crew though, especially if it was kept to a similar size as to what they are now.
One thing I wouldn't mind seeing in future expansions (I know this post is ment for the 1 after entrenchment and is focusing on none military, sorry) is having a capital ship prototype. This could be researched say after the heavy cruisers on the research tree, and be just that bit more powerfull than your standard capital, also cost more to suit. I also like the idea of haveing fleet crew expirience levels as has been mentioned before by numerous people. Which they sort of do allread
I'm on the fence on this also. On the 1 hand I'm all for customisability, which Sins is really good with allready. You can play offencivelly or deffencive and in SP you can choose whether your opponants play offencive or deffencive, Pirates or no pirates etc. Perhaps having on option where you could change the strength or damage output of SC or flak would make every one happy. This could be a bit of a problem with MP though, people would have to make sure they have the same optio
Yeah I don't think they stack at all. Its just 30% no matter how many SB's there. I only noticed 21% damage taken from destabilization, not hull remainig The damage does'nt register until the particular ship leaves phase space into the GW it was going to minus % healed during the time taken to get there. Thus 30% damage for leaving a GW with a SB in it, minus % healed on jurney.