[quote who="IHaTeD2" reply="36" id="2568081"] @SIN-Imperium: I dont think that the Audiofiles are a Problem[/quote] I don't know how they load but I would think it would be pretty minimal too.
Sinperium
As a long time Census worker I can comment on that. The extra questions are normal. They are for statitical analysis and are pretty much tailored by the ruling political party's interests when it comes to extra details. not some government plot--just policy of government can affect if a new category of question arises. As long as it is demographic in nature, it can be part of the census. The White House taking an interest in it is another matter entirely.
I got a corrupted file from Fileshack the first time so used the altenate link on the other site and it was fine. I am running a single Athlon XP 3000 cpu, 3gig of single channel dram, 512 graphics card and IDE hard drives. (This is an old Slot-A 462 AMD setup). The Optimization mod is already a HUGE improvement. No more jerky motions in massive combats, no slowed, jerky scrolls over mass fleets and mostly clean shutdowns--no
Thanks for the answer as it is helpful and keeps me from going in circles with bad info. My modding will be pretty modest--I want a few new planet classes which aren't really much different but different levels of existing planets. Asteroids and Planets with fewer tactical and logistics slots--minor alterations so I can make map assets strategic values. One of the great things about classic wargames is you usually have a limited line of supply or amount of assets--
I had no issues simply recopying the patches to the new folders.
FYI...the recent patch created a new current Diplomacy folder: Mods-Diplomacy v1.011 (this moved locations from the original folder Mods-Diplomacy v1.01 that the mod was originally specified to go in). I discovered this when the mod disappeaared from my mod enable choices menu after the patch. I also had to place a copy prior to the patch in the generic Mods folder. It would not list until I did. Simply paste t
You have a great attitude shadow...good to see ya here. my son is getting a netbook--I may have to borrow it. Next we need to get it to work on the iPod shuffle ;)
At this point I am simply adding a template to the Galaxy file map. It isn't a mod item in this case (that's next). I simply want a player to be able to start with a starbase constructor and an envoy ship at his HW. Other ships and modules create fine--these don't and I am not sure why. Here's the template sample*: template templateName "PsiHome" subTemp
Anyone out there with a solution?
I've been using this regularly now and have yet to have an issue. Works perfectly and very easy to use. I like I can drag the files out as copies and play with them to my heart's content without breaking my game. Very good tool.
I loathe redoing a large map. Not so bad if I didn't have so many long phase lanes and a map that's larger than the GF window when editing--which means slow and laggy work. Doing it by hand is fine but if you miss one teeny typo it's back to the drawing board.
I have tried... "Psi:Frigate:Envoy", "Psi:Frigate:PsiEnvoy", "Psi:Frigate:StarBaseConstructer" along with the Tech and Phase variations of these that I am guessing at from the entity files. They are in a planet template to be present at start and they do not cause the game to unload on start up or seem to bring any jitter or other symptoms of an issue...but they do not spawn either. So I am not sure if these p
Good opportunity to add the Leviathon transport from Farscape *cough* (I have the HW model of it). What would be most helpful in regards to mods is perhaps a catalogue/change file detailing what files are altered in the Optimization mod--then the creators of those mods would have a template on how to modify theirs.
Heeeelp...meeeee.... Anybody?
I know for example how to list an item in my template-- item "Phase:CapitalShip:Colony" is the Phase colonizing cap ship--but as I am trying to guess by the entity files how the starbase constructors and envoys are entered I am having no luck. Anyone out there clue me in as to how they should be noted in a teamplate (for all races). Thanks in advance.
In case you missed it, pairing your mod with Major Stress's Sins Optimization Mod might really help out netbook users: https://forums.sinsofasolarempire.com/378149 . He has invited anyone to take it and use it for anything they like--no strings attached. Really fine work. Very cool to see so many people popping up with contributions. You guys are the future.
I skipped to the end first to see how it died :) Nice tale captain...rest in peace.
[quote who="DirtySanchezz" reply="9" id="2566187"]Dude, I love your Munchy Monster avatar! [/quote] Me want cookie.
I am so impressed by this effort. Fantastic work (just had to say it again). I am installing it now (my first mod) and will use it as a default. Feel free to request feedback as needed. Really looking forward to seeing how far this can go.
Chuck Norris is the Unity. Chuck Norris shaves with a novalith...one whisker at a time. Chuck Norris is what the thing chasing the Vasari is running from. There are no natural wormholes...just tears in space from where Chuck Norris' boots stepped as he walked by. In space, no one can hear you scream...except Chuck Norris. Chuck Norris doesn't bombard planets...he steps on them.
Ever see "The Mist"? That's what happens when you mess with phase space. They opened the door to Cthulhu's realm. It's all over for them now.
Thanks very much. What I meant about the empty slots was if I make a map in Galaxy forge with 150 stars and then over time edit and tweak it down to where there are only 50 of the original stars (and their planets) left it leaves breaks the numbering sequence. So Instead of 1,2,3,4,5... I instead have 1,2,7,24,45...". I just wondered if, like a hard drive, having the "sectors defragmented" in the galaxy map makes a differnce as well--particularly with large changes. 
Lol-I am a Christian and mostly conservative and it looks whacky to me--on several levels. Trying to qualify and rationalize spiritual principles with political interpertations is about as stupid as it gets. It's actually somewhat offensive.
I just made a post regarding a map asking about these things. Awesome. I have yet to run a mod--this will be my first. Perfect idea. You are a genius...and excellent presentation here. Please keep us posted as to what you find and do.
I actually was looking at making a mod with a "PT Boat" and I think the simplest way is to add a new fighter class which I will call the "Interceptor". If I can edit the parameters (some I know I can others I am not sure yet) it will do large damage versus scouts, refinery and trade ships and pathetically light damage versus everything else. It can be used in a hangar at a system to interdict trade ships (and accumulate wealth as a result) and to blockade scouts on autopilot (