Nastytang

Nastytang

Joined Last seen Member # 5409326
7 Posts 182 Replies 10,540 Reputation

[quote who="Skukkuk" reply="1" id="3565427"] Didn't install yet but did you shrink movement area to have a somewhat longer 'eXploration' phase? [/quote] MMmmm It`s for the Starbase they don`t move.

9 Replies 45,565 Views

[quote who="Thecw" reply="1" id="3565295"] [e digicons]\o/[/e] And introducing new typos (at least in this patch overview) [e digicons]:grin:[/e] But the big question is: When do i get my grubby little hands on it? [e digicons]:pout:[/e] [/quote] by 2morrrow!!! .................... :)

156 Replies 614,244 Views

[quote who="dansiegel30" reply="32" id="3565336"] Quoting Nastytang, reply 24 Quoting Franco fx, reply 22 <span style="f

37 Replies 57,892 Views

[quote quoting="post"] I just noticed something while playing that seems like a bit of an exploit. Upgrading a constructor starship that started with two construction modules but used one of them to an identical design costs next to nothing (92 credits in my game). After upgrading it's back to two construction points so it would basically allow one to spam starbases almost for free with only the limited speed/range of early designs limiting you. Edit: And it seems there ar

9 Replies 28,357 Views

This Mod is for the 3 biggest Maps I feel it would be to OP on the smaller Maps. I`v extend sensor range, and AOE range!! Sensors went from 15 to 28 and AOE went from 9 to 12 . Here the link http://www.gamefront.com/files/250

9 Replies 45,565 Views

[quote who="Echillion" reply="1283" id="3565090"] Thanks Rand [e digicons]:grin:[/e] As I've said before I'm always in awe of your designs and thanks for the advice and the tip about unlocking all hulls [e digicons]:grin:[/e] I'll keep large hulls for the Nebula class and reserve Huge hulls for the galaxy/sovereign/and the Titan from STA III mod for Sins Rebellion as well as canon classes I'll be adding my own designs as I'm just getting to grips with the shi

1,569 Replies 7,920,012 Views

[quote who="joeball123" reply="26" id="3564982"] Technically, none of the default map sizes are a couple thousand hexes across. Even on Insane, the maximum straight-line distance is only 761 tiles. [/quote] Exactly And you want to explore that map with sensor ship that moves 1 or 2 turns and see across maybe 7 to 10 hex across how is that fun playing when my turn 200 hundred you`ve only seen a fraction of the map. I play Insane Maps and I still on build m

37 Replies 57,892 Views

[quote who="Franco fx" reply="22" id="3564955"] Haven't the sensors already been cut back? I know that my potentially first turn sensor boats cant be built since the last patch. I did a mod so I could build them. As long as I have this kind of control they can do as they wish. Paul has also mentioned that there is a major issue of breaking player ship de

37 Replies 57,892 Views

[quote who="Franco fx" reply="22" id="3564955"] Haven't the sensors already been cut back? [/quote] Yes Franco they have and Paul said he will be doing more to them. Atlease that is the way I took what he said about it. Best I can guess I lost about 40% on each of my sensor boats I had. No since in having them if the are going to be nerf that bad!

37 Replies 57,892 Views

LOOK the dev team already said they will be adding Diminishing returns to the sensors,....... the whiners got there way!! Enough on this subject!!! Stop beating the dead horse!!!

37 Replies 57,892 Views

Dude there has about 6 post on this look for them if you want more INFO!! It would also help to Watch the Streams on Friday or catch them later on youtube! EDIT This post will not be received well.

37 Replies 57,892 Views

This MOD is for the Insane Maps !!!!! OK what I`v done is extend sensor range and AOE range!! sensors went from 15 to 28 and AOE went from 9 to 12 . I need 3 tester that are willing to test and give feedback! Thanks!! Nasty!

1 Replies 7,145 Views

Paul said It`s to be reworked it still needs. you`ll have to play smart on the Insane maps or atlease the bigger maps you`ll have to go for moral improvements be it buildings, Tech or Ideology as fast as you can. Also build starbases around planets with the modules for moral too. And,... don`t forget the relics . they only give 50% know instead of 90% But they help too. EDIT ...

38 Replies 28,178 Views

[quote quoting="post"] I have been playing arround with map settings a lot lately. I'd like to know if there is a cheat/command that allows me to reveal the whole map when I start a game. I wanna see how consistent things like placement of homeworlds, planet class distributions etc. are. Thanks in advance for your answers [e digicons]:)[/e] [/quote]yes there is,.... bring up the consel and use small caps type fow hit enter

7 Replies 90,499 Views

So here is my post on my Custom race and early mods of races I help with for ED and Rand. My Custom Races and Modding (Nasty!) Here is My custom Race as of now that is WIP so this is my custom race ATM may change may not. I do need to work on my story for it tho. </p

0 Replies 5,751 Views

[quote]Take the contents from the GFX file (GradientMap.png & GradientMapLights.png) and replace the original files found in: C:\Program Files (x86)\Steam\SteamApps\common\Galactic Civilizations III\Gfx, or wherever you installed it to (you can make a back up if you like, I will also post a back up link, and if you installed through steam, a verify game cache will restore them (or at least it should)). [/quote] Can they not be put in a mod folder ???

17 Replies 123,529 Views