Could be fun to try but you've made some basic assumptions that will give you difficulty. 1. The XP value you see on enemy ships is divided by every ship in the gravity well. If you have only one cap, you get all of it. If you have 16, each cap gets 1/16 of the XP it says is given. Basically, having 16 caps in one gravity well will mean it will take a long time to lvl up. 2. Large fleet limit doesn't increase cap limit, its stuck at 16 no matter w
GoaFan77
Has anyone explicitly said only keep one fleet? While it's true the advent work best in as large of groups as possible as many of thier units and abilities help the others, ultimately you need to have enough fleets to prevent your enemies from attacking your core worlds. Ideally you will have two fleets, one for attacking, another for defending. However, wide open maps or allies in trouble might force you to have more than this. Perhaps their defenses might be good enough to not have a defend
While I don't have entrenchment yet, I've been paying attention to beta feedback and alot of entrenchment posts. One thing that has only been briefly mentioned is the advent need a better defense because they have the worst logistics and economy. The Vasari has phase stabalizers and cannon strikes that allows they to move almost anywhere they want on the map. The TEC starbases can become frigate factories, allowing them to replace their units one gravity well away. The advent have no such log
I don't have entrenchment, so I can't answer any starbase questions, but I can give you some tips. First, their abilities are not lackluster. Their colony ship (space egg), is considered to have some of the best abilities out there (as in all of them are good), and the rest of their caps are good if somewhat specialized. They have the best early game military as they get LRMs at lvl 1 military, and this gives them their best damage potential, phase missiles. Once upgraded with shield bypass,
[quote who="ShadowMastiff2468" reply="10" id="2087276"]Hey while were at it..anyone know a nice counter to a Guardian + carrier (drone host) fleet player who just spams repulsion field while letting the strikes go free! I got a counter under vasari! But anyone have a counter for tec players??? [/quote] Don't the TEC LFs have an ability that disables frigate antimatter abilities? Otherwise I guess I'll try to find one, I've been meaning to
[quote who="Teal" reply="5" id="2085677"] Haha, light ray of death!!! oh my!!! I had thought it was the mothership and the guardian, with the shield restore and the shield projection, but i didnt know what the third ship was. But your's is completely different, the radiance, the rapture and the mothership and the taunt, the retaliation and the spreadweapon damage!! That is AWESOME !! Thank you! Maybe i wont lose as many gam
I want to play it, but I tried to play the demo but found to my horror that my graphics card wasn't good enough. [e digicons]x_x[/e] Now I guess best buy gets another graphics card sale when I my it this weekend (hopefully). [e digicons]:'([/e] Sins, you have my gratitude for being kind to those with less than up to date graphics cards. I salute you. [e digicons]:thumbsup:[/e]
I feel like a moron because I can't figure it out myself, but will the normal sins mad scientists for v1.14 work with sins 1.5? If its a minor change I could probably handle it converting it.
1. Can't be done with the galaxy forge. Galaxy forge only creates a .galaxy map file, the amount of resource asteroids is determined by the particular planets .entity file. 2. Well, if the owner is a player, obviously its given to that player. I don't know if I've ever used planet owner (not something I used often if I did) and no owner is used for things like planet bonuses and artifacts. To create a militia for the planet, build the units you want in the forge, save i
Can't remember the exact names of all the abilities, but you need a Rapture, Radiance and Mothership. You use Rapture's retaliation on the Radiance as it uses amnosity, while the Mothership uses its damage spread ability on the ships that will be attacking the Radiance. Thus, enemies are forced to attack Radiance which causes them to get a taste of their own medicine... twice.
[quote who="Darth-me" reply="12" id="2083278"]ok, so this is the plan so far (but it's open to changes): Races: Citadel, Terminus Systems & Reapers We'll need to make (if possible) a new planet type to represent the citadel. Now, Ships. Should we make it like default game (every race has basically the same ships, with small differences eg. Light frigate, scout, repair ship etc) or should we just start with the ships we're shown and then invent our own base
Go for it, I'm surprised more mods haven't asked to include your alternate game mods. Of course, I don't think you have to use pirate ships. It be awesome if the pirates could use ships from all races (and mabye even a couple for various other mods), but just 300+ pirates with a couple of Marza's would be challanging enough (Sadly I don't think you can spawn lvl 6 capital ships at start [e digicons]8C[/e] ). Good luck with it. [e digicons]:thumbsup:[/e]
[quote who="SOK243" reply="18" id="2082768"]Windows xp, service pack 2 with .net 2.0. Particle forge works, Galaxy forge does not.[/quote] Wierd, I just tried my particle forge again, and something I did got it to work. Unfortunately, me and SOK must be having the exact same problem as galaxy forge still doesn't work. I'm pretty sure I have the right framework, it says Microsoft .Net Framework 2.0 Service pack 2 in add or remove programs. I also have .Net Framework 3.</
[quote who="Mooster" reply="6" id="2082087"]But in my GalaxyForge 3, on the planet, I have Ownership IsHomePlanet True Owner Player0 and same thing for all of my other players[/quote] Try adding it manually to the text file, save it, and try playing the map agian. I'd try it my self, but my galaxy forge 3 still crashes on startup. [e digicons]>:([/e]
[quote who="Darth-me" reply="5" id="2081817"]I was thinking that to maximise the amount of ships each faction gets, we could have 3 factions - Citadel (Asari, Turian, Salarian, Alliance etc.), Terminus systems (playable pirates - Batarians etc), and Synthetics (Geth, with Sovereign available after loads of research.[/quote] I think you'll be forced to do this, as last time I check the information book thing didn't have pictures of all the ships it describes, and their i
Has anyone else sucsessfully run galaxy forge with XP SP2? Obviously the requirements for something must have changed, sense the old galaxy forge works just fine.
[quote who="Mooster" reply="4" id="2081974"]darn it too long, its over 2700 lines long[/quote] Well, from what you've but up so far, none of the planets have owners... If any of these planets are supposed to be starting positions, thats your problem. Otherwise, put up the part of it that has the homeworlds on it, sense for some reason they aren't spawning...
[quote who="Darth-me" reply="2" id="2081786"]thanks. 1. I was thinking that I might include sovereign (reaper) as the "superweapon" for his race, but the other troops on his team (geth) wouldn't be as good as their citadel / terminus systems counterparts. To all the others: Yes, good ideas. I will post a basic outline of my plans later, but I've got tons of homework to get through now. [/quote] Perhaps mass effect 2 will give us an allia
[quote who="psugar" reply="2" id="2080845"]Things to try if galaxy forge or particle forge won't load for you: Please make sure you have your .Net frameworks up to date (service pack 2 for .Net 2.0). Try moving the d3dx9_36.dll from the Sins directory to the location of ParticleForge. If that fails, installing the DirectX runtime from March 2008 has fixed problems on a couple of machines here at work. Please post back if any
[quote who="Naarmraifo" reply="4" id="2080907"]Galaxy Forge works for me (Vista w/ SP1) - but the maps I've created (4 player) cause instant defeat when playing. Anyone else have that issue?[/quote] Sounds like you forgot to give yourself a starting planet... make sure all the players have a homeworld. Trying some of psugar's advice...
Looks like you are still running binary. The developers have the text versions avaliable for download, though I don't think 1.05 is up anymore... there is a program that can convert it, but again it might have been taken down... Hopefully, someone will still have 1.05 reference data that will be able to send it to you.
You can technically win a game without invading enemy territory, though that would be very difficult and time consuming. On free for all games with more than 2 players, diplomacy can be a huge factor, as who and how many people you ally with will have a major effect on what you decide militarily and to some degree economically.
I look forward to seeing this mod in the future. Good luck getting large fleet battles to work without a ridiculous amount of ships flying through each other.
[quote who="Mooster" reply="22" id="2079849"] Quoting GoaFan77, reply 14Windows XP Service Pack 2 32 bit, .Net Framework 1.5, 2.0 and 3.0 installed. I have axactly the same versions of windows, and of the .net framework, it should work[/quote] [quote who="SkyMan1134" reply="24" id="2079916"]windows XP Service Pack 3 32 bit, .Net Framework 1.5, 2.0 and 3.0 installed. I'm also not able to get GF up and running. [/quote] Th
Windows XP Service Pack 2 32 bit, .Net Framework 1.5, 2.0 and 3.0 installed.