healdhj

healdhj

Joined Member # 2354812
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I have a new laptop and installed SINS and Entrenchment the day it came out (all done the same day). They play fine but when quiting game it generates a Windows error on the way out. Anyone else experiencing this? Best option to uninstall both and reinstall perhaps? Running XP with Centrino 2 2.5ghz , Intel Mobil 4 Graphics, and 2gb ram.

1 Replies 1,735 Views

I finally got to play this map some more over the weekend and attempt a few tweaks. Here are the issues I am trying to figure out now: 1. In Galaxy Forge I have renamed each of the 6 players to be TI3 races (both ingamename and designname). However, these names are not being used by the AI factions on the map. 2. I have used various planets and set IsHome to TRUE. However, the worlds are being changed to TerranHome or DesertHome upon loading the map. This is significa

11 Replies 8,902 Views

I am working on creating a map where I want the factions on given homeworlds to have specified names. According to the Galaxy Forge guide I should be able to simply use the name I want as the "InGameName" for each player position. I have done this but the names are not used once I open the map to play. Is there another setting or adjustment that needs to be made (for example making player x a given race during game start)? Thanks in advance!

1 Replies 2,371 Views

Initial Test Results: Something didn't work causing crashes. I think I had the map description too big, but it may have also been the fact that some of the "home" worlds were not TerranHome or DesertHome but Military (for L1Z1X) with IsHomePlanet set to True. I only had three of six homeworlds as actual home worlds. Second Test Result: OMFG! I knew resources would be in large supply, but after my scouts worked their way around so I could see everything... WOW. The map comes in a 1 star

11 Replies 8,902 Views

There are so many ways to do it. For bringing the TI3 universe to SINS though I wanted to include as many planets as possible. I may move some around but I wanted to find a way to add the tech bonuses. So far the best I can come up with is increasng the artifact level of those planets. I used the green and red numbers on the TI3 planet cards as the increase in Tactical or Civilian module slots for each respectively. Can't wait to get home and try it later this week. Being on the road su

11 Replies 8,902 Views

Icen9ne, I have a basic 4-player map setup. I decided to not randomize it so that I could manipulate some of the settings per planet, planet type and name. I have the same basic layout as the typical TI3 board. The outer ring has planets with no TI3 tech bonus, the inner two layers do have bonues. The inner most ring has the highest artifact upgrade setting and it goes down progressively from there. I am using the 7 Deadly Sins mod, so the map was made with Deadly Forge. More work to f

11 Replies 8,902 Views

Intersting post... as I just downloaded Galaxy Forge today to start playing around with a TI3 map. I am starting out with the 4 player map layout. Deciding what planets to put down is hard as I want to keep the randomness that makes TI so great. Also, with just the standard 4 player layout I put in the phase lanes as if no special impassable tiles (supernovas) existed. That makes for a LOT of phase lanes and no choke points. I have decided, for now, to keep the star at the center of the

11 Replies 8,902 Views

I've been playing from the start and I don't remember this issue arising until after 1.4x. Basically at a new turn you get the blue icon that says your new ship is complete. Click the blue icon which brings you to that planet. Double click the new ship to launch. Then you click the destination you want that ship to go to (at this point there is a blue ring around the ship and the planet info is still listed in the lower middle pane. What happens, however, is that a ship that wa

4 Replies 3,738 Views

I've heard the same gripe from some IT friends. Apparently Vista has three versions, only one of which will be DX10 compatible. Here are two quotes from him: "The first to be hit will be computer gamers, as currently there is NO plans to bring DirectX 10 (which is part of Vista) to Windows XP. Yup, that nice shiny new Radeon x1800 Crossfire card you have? Sorry, you'll have to shell out money for Vista (or wait for a pirate to find a way to crack the latest WGA crap) to get all the

14 Replies 9,005 Views

My point really, is about the types of ships available for addition to a mod. The Star Wars universe is ripe with different types of vessels. How many types have we seen in Halo? I am not sure, myself. But that was my point with BSG. In BSG you have a few models from the "Ragtag fleet", a few vipers and a raptor on one side. On the other you have base stars, raiders, and heavy raiders. I could care less which is more "geeky". Again, if there are more ships available in Halo it

30 Replies 53,063 Views

Unfortunately, just because a series of some kind has space ships does not mean that it is a good fit for GC2. This point has been made concerning Battle Star Galactica. As much as I love BSG I have to agree. The total setting doesn't work. Now with Halo 2, and 3 on the market there may be more material to work with but it is a far cry from adding Star Wars, Star Trek, or Babylon 5. Please keep in mind, I am not flamming, merely discussing politely why I don't feel a mod like Halo would

30 Replies 53,063 Views

I am a fan of X3, but it is so difficult to play for extended periods. And you seem to have to do that to really get anywhere. The graphics rock, your video card doesn't, and then you weep knowing you are only seeing textures at half thier resolutions. It looks like a great mod. I can't wait to try out the full English version, as I clearly don't speak German.

132 Replies 388,472 Views

OUTSTANDING! See, I have ZERO modeling talent so I can't really do much more than play with what others design. Friday nights, however, I don't play anything. I watch BSG. There is a mod out for Nexus: The Jupiter Incident. Have you taken a look at thier model? Looks really good but the lighting isn't that great in that game, unless you are near a sun. Of course it is more realistic that way but doesn't give enough light to most of the great models in the game.

29 Replies 40,746 Views

OK, harder than PI? It can't be that hard, after all I've been there too and I've been playing since it came out. The anti-virus thing can be a hassel. I would try disabling it first, as well as any other background programs you have running. On a related note, happy early 231st Birthday!

3 Replies 1,567 Views

In the last game I played (with Kyro's Hull Mod which was awesome BTW!) I eventually had alliances with all races in the game, including 2 minor races, except for the Darth. I had to annihlate them for failure to conform to neutrality. I was a neutral civ and for awhile the Torians were the bug bullies on the block. A few Influence and Diplomancy techs later they left me alone and worked on the smaller races. Then I hadded the right mix of planets and influence starbases and made Toria

9 Replies 5,793 Views

Yeah, I did too. Wasn't too impressed by getting that e-mail. The layout and presentation did seem a little too spamish.

8 Replies 14,127 Views

If your influence is overwhelming, or you get most of your trade from the AI they can really hurt you by declaring war, especially if they have freighters going to other AI players more than you. You will be forced to rebuild freighters, prepare for war, build warships, etc. Hopefully, they would tend to have more fleets avaible for the initial assault, but an economic crippling can be a good first salvo. Also, by you focusing on the war you may loose track of research or build

25 Replies 29,515 Views

Why would Mass Drivers be short range? In space, once an object is moving it keeps on moving with the same velocity until something acts on it. A bullet shot from a ship would not have any range limitations in reality, so why put a false limitation in the game? This would factor in that mass drivers fire in a straight line and by the time

13 Replies 11,541 Views

I downloaded this mod in high hopes of playing it, my first GC2 mode actually. That is not counting logos. When I unzipped it made a B5 folder in my Mods folder and all the subordinate folders are in there. But in the game under the mods directory it only shows default and example in the mod list. Am I doing something wrong or is there something else that needs to be done? The readme says basically unzip and play. Thanks in advance!

157 Replies 143,519 Views