Image of FOW bugs:
General Pants
Edit: Post on wrong thread... sorry...
[quote who="Old-Spider" reply="3" id="3670054"] Since it deals with maps, I'm going to guess it means Super Massive Black hole. [/quote] I'm not so sure... "SMB" appears to be a feature of all of the maps. I would have assumed a super-massive black hole would be in the globular and spiral galaxies, but not the looser clusters. And I've still never seen one on a map (although the coding is in there).
I think I see even more new ways to make the game interesting with Crusade. A personal favorite subject for modding is planet types, something several talented modders have already played with. My modding goal is to make the planets into characters in the story, as they typically are in science fiction. A complex interaction between people-characters and place-characters should make for a much more interesting game! I can see how, under this new system of citizens and
I agree with Seilore on many points, and I can support at least some them from personal experience: RE: Map Generation The probabilities simply do not work. Very rare star systems show up too frequently. Planets with 0% probabi
[quote who="00zim00" reply="1" id="3670469"] Soz, im not helpful but I couldn't resist lol. [/quote] Not a problem, I was totally asking for that! [quote who="Old-Spider" reply="2" id="3670470"] from just a few yellow stars and the same for purple, blue and orange stars. [/quote] Thank you for checking! I wonder if it is only occasional. I waited on a lot of stars, and black holes, and heard no
In the .xml definition files, stars and nebulae have an ambient SFX specified. I have tried fiddling with the controls, and I can't hear a difference. Starbases and mines and shipyards clearly do (they all sound pretty similar), but do the natural objects? Should I bother modding sounds in for new natural features?
This does not appear to be working any more. At least not if you upgrade to a "new design" (not simply an updated version of the same design. For example, I accidentally made a design obsolete, then made an updated version using the same hull, but not the same class name, and not derived from ("use this design") the original. The upgrade changed all the ship names. I could understand why this would be considered logical (e.g., what if I changed a constructor to a colony
I've never seen a rift on the map. They are turned off on large maps (the only kind I play). I've turned them back on, but I've never seen one, and I don't even know what they would look like. Are they enabled?
[quote who="Old-Spider" reply="3" id="3670054"] Since it deals with maps, I'm going to guess it means Super Massive Black hole. [/quote] Makes sense, and there is coding for one. I hate to admit, I've never been to the center of a spiral map (I play the Big Game, so exploration takes forever).
Now I want to try this myself! I use a minimum of class-four for planets, and class two for moons (when I can get them implemented). A class-one would be particularly problematic, since it would take forever to build up, unless you are willing to pay money to rush every improvement...
Quick question: When designing a new map template, there is a field called SMB. It is usually "true," if not always. Does anyone know what this is, and what it can do? Thanks!
Several times now, I have encountered planets on which some of the earlier terraforming technologies don't work. This (unsurprisingly) usually occurs on high-class planets. The terraforming tech appears as a possibly improvement in the menu, but when clicked there are no tiles upon which it can be constructed. Is this intentional? How do I deal with this?
[quote who="Larsenex" reply="59" id="3669623"] This diverges from the topic of this thread but...... [/quote] To bring it back to the thread, I agree that any one of the "dotted lines" (trade, sponsrorship) and indeed any physical product of a planet (such as production or food) "should" be interdictable as a matter of course, but there
Update: All of this is delayed until Crusade (obviously). I am working on the planetary systems now. Does anyone have any information/ references to how Elite:Dangerous generates their systems? I gather they have a good model, and mine is hopelessly naive (it is based on mass and degree of post-coalescence migration of giant planets). [EDIT: And I can't type...]
Gauntlet: are you planning to make interactive text for your races? I wouldn't fault you if you put that on the back-burner, I imagine you prefer the ship design, and that is a lot of races. But for me, I think it would be a great thing to make them more immersive.
[quote who="Larsenex" reply="57" id="3669210"] Back in Alpha the idea of blockading planets missed the point that we are dealing with space. 3 dimensions and the fact that space is 'mind-bogglingly' big! [/quote] Most sci fi games hit this problem of 3D space vs. 2D game boards. The answer is simple, if you cannot blockade a planet, then ships should be allowed to pass through each other's hexes without problem. You cannot have it both ways, either
In reference to "food planets," will blockading the planet (surrounding it with fleets on six sides) prevent food from getting out? If it doesn't, then there is no negative associated with the strategy.
Are we going to have to provide 10s of pictures of aliens for galactic citizens every time we make a new faction? That could become very problematic. I'm assuming we can program in their names...
Ok, the mysterious planets with red moons that show up and are not made by any of the "planet art" files, those do not have the larger halo that was added in 2.0 (I think). So, these planets can't be modded, are ugly (the red moon would be ok once, not for dozens of worlds), throw off the abundance of the other planets, and have a smaller halo than the other planets. Could you please either: take these out and make all planets draw off
[quote who="TheHordesman" reply="11" id="3666801"] I find "carbon based" a bit confusing. Aren't most species in Galciv carbon based? [/quote] I am assuming that the screen they showed us was an early version. As I said before, the chemistry-based 'abilities' are actually necessary, and are mutually exclusive. They really need a slider-type interface, or at least to list the chemistry separately so you don't have to use up an ability when you choose one.</
1) Thank you so much for putting some new factions in! Go Stardock! 2) That said, another human faction? We already have the Terran Federation, United Earth, the Guild (not playable outside of their campaign), Gauntlet's Terran Sovereignty (I know it isn't official, but it might as well be), and a good chunk of the factions on Steam are human. I would have preferred a new faction, or maybe an old one (Drath?), but I am happy that this human faction can be played with the other
[quote who="naselus" reply="9" id="3624022"] and for god knows what reason particle effects) [/quote] Because you can get some sweet effects if you mod them. That's how I made my pulsars, magnetars, and protostars. I don't recommend trying to figure out what everything means in the xml, but if you play with it for a little while you can figure out some cool stuff (pics below).
Cancel this: apparently Steam hadn't finished updating, but it didn't pop the notification up so I didn't see it.
Ok, so when I try to start the game, I get this: And when I hit OK, it just kicks me to the new extra startup screen just added to the game recently. If I try to open the game again, I get this: And it kicks me back to the startup thing. Each time I do this, adds 'ch