Did Crusade add new mercenaries? I think I see some new mercenary ship models, but I haven't found any entries that add them to the game yet.
Gauntlet03
I really prefer the balance as it is... personally I think that limiting buildings or anything by population A) makes little sense to me, and B) will slow the game down and hurt the AI more than me. I could see re-balancing income to be more population dependent. Industry and science/etc. in the distant future will likely rely a lot more on robotic work forces and AI assistants than sheer people power... but I could see money and commerce require markets of people to sell to.
Hey there. 1) Yes the current version works with 2.3 2) Why I don't upload to Steam: GRM provides custom appearances (color schemes) this is not Steam Compatible. GRM replaces resource mining facilities. GRM allows races to choose 4 ability points (more customizable races). GRM replaces all Mercenaries to be GRM universe compatible. The Fleet editor does not currently allow you to properly set EVERY design yet, so for my more advanced Fl
Just an FYI of what to expect with the next release: 1) One additional Shipset/Faction 2) A redux of the Fulgar Tradeholds shipset. I'm going to create two shipsets actually... Fulgar "raider style" which is the current ships, and Fulgar "modern style" which is my new ships. All the ships are saved as templates, so regardless of which style you pick, you can still access the templates of the other. There will likely be a new off-shoot faction of the Fulgar that are more aggres
Agreed. I'm much much happier with how things work now, even the lesser importance of population. The wheel WAS a very clever method of managing sliders (which many games have sliders), but ultimately your empire shouldn't be able to produce industry out of labs, or research out of farms... regardless of how much you "coerce" them. Furthermore, it put undue power unto population... ultimately I just didn't find that realistic... in the past population directly related to more
FYI Display Name doesn't seem to work, and instead the Display name created mirrors the internal name.
Just made my first new homesystem using this app, excellent work. Simple to use. I'm extremely grateful to you for your work, this is a huge step forward. Next up, would be enabling the App to see custom planet defs, or even allowing the app to create new planets from the system creator (let us pick class and art work. Great work, thank you!
Yeah.... I definitely make ships that look alike! Generally, being human beings, and generally being susceptible to comparing space navy to ocean navy, we are all very commonly making ships long... when really there is no reason they shouldn't be wide, tall, whatever... And then yeah... unless you have a real passion for playing a particular race, I think its difficult to build tons of unique variants... its also entirely believable, that for purposes of construction eff
It can be, albeit at a significant cost and time to relocate.
Just an update, I researched... GRM is compatible. You just need to reinstall/copy in the replacement files found in "For your game directory". Remember, quite often when the game updates its going to replace these files. These files are neccessary for special resources/mercs. If you do not want to be bothered, remove the GRM-M folder from your mods folder... and the rest of GRM will function well. Thank you.
Eeyk. I have been focused on work and not opened the game in a few days... I'll check it out tonight. In the meantime anyone with an issue who desperately needs to remove the issue, just remove the mod folder "GRM-M" that should do it.
Unfortunately I can't recreate that issue. If you create a new ship design using one of my templates, it should animate just fine. Nothing special is done to the design or template files, they are made just like any other ship template.
Shipsets made with the Fleet Editor do not let you select a fighter model... it might have something to do with that... I would assume it just keeps the default fighters of the original shipset, but perhaps not?
@sir on the edge... why did you PM me? You wanted to PM goxwerd? @everyone else. Yes the "kinetic animation bug" is still present. Nothing I can do about it, please complain to StarDock. I would appreciate it if anyone can confirm if it happens to ships chosen using the Fleet Editor too. Thanks everyone!
A simple series of drop down menus that allow one to create all XML entries needed for a custom star system. Choice 1) # of Stars. Choice 2) Type of Star #1, Type of Star #2 Orbit Layer #1) "Click to add object" Orbit Layer #2) "Click to add object" Orbit Layer #3) "Click to add object" Click Export to Create XML Entries Etc.
A star system creator for homesystems would be extremely helpful.
I'll be that guy... I think making SB's universal is a terrible idea. It removes the need for choice... choice being the only agent of interest a game like this has, thus its rarely a good idea. It just makes things too easy in an already fairly easy environment. Admins are plentiful if you work at it, and Econ SB just need a small stat bonus at most to be competitive... just fix the stats.
You can work around it... Remove the commander and add it to another ship, then add the remaining fleet and it will fill in.
GRM 6.1 for Crusade now uploaded!!! This is the first FULL version of GRM for Crusade... so that means ALL 22 Shipsets have been remastered for Crusade! You'll also note that I've started building out custom dialogue and many, many citizen portraits! You'll also note that "float" animations for ships of medium class and above have been removed to enhance performance. You'll also note the new Dalek race has arrived! Things to do: More dialogue for th
Yea reality is, the AI only respects ship count, and not a ship's true value or abilities. So the AI constantly think you are weak even though your lesser elite forces can trounce them. And yes, for localized defenders, no engines is a idea... Personally though I'm not really trying to defend, I'll retake planets easily enough, it's more important to take their planets, and render them uninhabitable if need be. Create a desert and call it peace, as t
Well firstly, maybe describe how you are equipping your ships. Crusade has really taught me that I can no longer always put two engines on every ship design, my military for at least half the game, only uses one engine, and then has an admiral attached to double their speed. Currently, I design three categories of warships. 1) Offense, set to Capital, 1 engine, 1 range, all else is weapons. 2) Defense, set to Escort, 1 engine, 1 range, 1 weapon, all else is jammi
Just a reminder that after any update from Star Dock you may need to reapply the files of the mod that go into your game directory.
That is odd. Try manually moving over the faction files individually? Just to make absolutely certain they copy over. I also assume you do have "enable mods" checked right? Because that will definitely cause issues otherwise.
Just finished Starbases for the ZR (bugs) set and dialogue for the Fulgar... ... and then decided to play and of course, needed to a make a ship, so here is the latest... an experimental Kinetic battleship (large hull) for the Terran Sovereignty. Uses the "Mk3" lighter battleship hull I rolled out for support craft. Its inspired by the DropFleet Commander miniature game, specifically the "Atlantis" battlecruiser, which has the underslung turret array. Don't get me wrong, some