Gauntlet03

Gauntlet03

Joined Last seen Member # 847148
89 Posts 1,666 Replies 2,484 Reputation

Hey there. GRM for 1.7 will happen when the Nexus admins fix my account. They responded to my plea for help via their forum (not my two support tickets) as seen here: Support requests - Feedback, suggestions and questions - The Nexus Forums As soon as my account is is resolved, GRM 4.0 which is 1.7 compatible will be released. I had planned on releasing via a different a

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Eh... the easy access to insta cash is better than a planet that is in need of reorganization, I'm typically playing games where, I really just don't need every extra planet. I tend to raze enemy planets I capture to increase the challenge anyways. But yeah, all depends on how you play. Still, I wish acquiring minors through war or peace unlocked a unique tech, ship component, or planetary structure

15 Replies 21,708 Views

#3: Impossible (pretty sure), I've tried making all sorts of things hull-dependent and they've always failed. #4: Don't know... but its a neat idea. #5: Don't know. I agree with your priorities, I'll be interested to see what you come up with. I'm kinda leaning towards a simpler system of rock/paper/scissors. Capital goes after Escorts, then Assault, then Capital Escort goes after Assault, then Capit

14 Replies 11,027 Views

The idea that a module is available to all types, but only upgradeable with a certain base type, is probably possible, but pretty confusing to a player who doesn't read up on what the mod does... but I'll test it just to confirm its possible. Regarding less starbase types = less spam... untrue with GSM. Why? 1) the sensor station requires a planet in its orbit, so its using real estate that could go to an econ base. 2) My current version of GSM (my prototype) in

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Just curious if anyone has nodded ship roles and basically removed them, or more specifically, changed them all to capital, or Support. Kinda interested how that would play out. It at least would remove the idea of some ships being all defense and others being all weapons. I'm just exploring ideas of how to balance out the roles nicely and this idea occurred to me.

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[quote who="CommanderBarzane" reply="387" id="3628520"] Gauntlet you are the Man. i am now really looking forward to the update. for work is awesome, one question with the update are you updating the ship and starbase mod also? [/quote] I will be updating GSM too, but might wait for 1.7 to be official. Any opinions about sensor starbases? Perhaps I should ditch them, and just make regular bases have great se

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PS: Scripts/templates for the minors will maybe happen some day but not in the next update. It would be pretty smart for the Minors to only build up very defensive oriented fleets... it also might be interesting to give them Medium hull tech immediately in the game, so that they can build out decent fleets to defend themselves right away, and not the hordes of pointless Tiny Hulls. I really wish they'd update the power calculator and really punish the military ratin

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To be clear, they'll start with 2 or 3 colony ships, which they use, but won't then conduct further colonization unless they get lucky and find another colony ship via anomalies. This should change the game and make out-colonizing all the AI less easy, since there are more players grabbing planets, and the pirates and minors all have survey ships messing about too.

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Hey there! Thank you guys. Its really heartwarming to get the encouragement, definitely needed it this week. 1) Mega events is fun, I'm shocked you of all people don't have it! 2) What!? Overdid what with the starbase mod??! I used a deft touch sir. Deft. 3) The Nexus thing is really bugging me. I've resubmitted my ticket and I'm waiting until Friday, but after that I'll update with a new file under a new account if needed (Grr).

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Thanks man! Yes, the next version of GRM, will be a all in one pack except for the GRM Ship/Starbase mod. So it will include: 1) All the races/ships/sets/parts/logos/portraits/etc. 2) Terrans will now have custom starbases. 3) Custom resource mines, Bazaar, and Pirate ships/shipyards (and they will start with a survey ship) 4) Additional and improved Minor Races with colony ships and survey ship, etc. 5) GRM-A abilities fo

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Could you please be more specific? Are you referring to the ships various order on XML files? I use my own for the sake of a more logical formatting when updating. At any rate, GRM is currently not been updated to accommodate V1.7 Beta since I am still locked out of my Nexus account. PS: Working on upgrading Minor Races significantly by... 1) Giving them 0-2 Colony ships and 1 Survey Ship at start. Their AI doesn&#39

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Thanks guys! Good News Bad News Time: Good News: 1) Move is going well, I'm back in action. 2) T2 Mercs are complete, ship roles are fixed, components/engines somewhat standardized and improved. Starting on T3 Mercs. 3) Fixed anything glaringly broken with GRM and 1.7 Bad News: 1) I've lost access to my account with Nexus Mods!! I have a support ticket in, but I've been

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The too much mass, is a result of the fact that these ships are awesome and include more components than you can normally fit. Sometimes, they have too little mass, because it wasn't deemed needed or balanced to give other non-combat ships optimal loadouts. I suspect, that basically, they didn't bother to balance the mass of the special merc components. Hence the diversity of mass ratios. These are good points btw about the roles I'll have to fix them for GR

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1) I don't feel sniped at by anyone. Forums online are what they are, a barely constrained stream of conscious of numerous individuals. This also explains the lack of love for the original post lol (sorry man, it was a GOOD post!). 2) Naselus, good point, but many ways to work with that such as scaling cost in ideology points or some such to go off chain or some such. 3) So to honor the original point. Things I want to see in general:

34 Replies 66,282 Views

Hey guys. if anyone can take a look at any of my shipclassdefs mod files for GRM, and see if you can figure out why they cause instant crashing, I'd be greatly in your debt. I've been searching for a discrepancy for a few hours now. I'm assuming its something with constructors, but I can't find any changes to shipclassdefs or factionshipstylesets... its killing me.

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To clarify my idea, I was saying each given category would be locked to a ideology, but merely each and every perk level. So within one category, such as say "governance" level one, you could pick Malev, Level 2 Bene, and Level 3 Prag. And I agree Seilore, that we would want more total perks, to give the player a nice "longevity" for picking perks. But that is a rather easy and simple issue to rectify. What is more difficult is the idea that you are being limite

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Well, at one point I had investigated modding the ideologies. Other priorities became more pressing, and, I got frustrated that I couldn't change the NAMES of the ideologies in the graphics/etc. Which I know is somewhat vain, but people would constantly bicker at me if I setup a different ideology, and it still was labeled benevolence at the top of the screen lol. My plan, bearing in mind that I can't change everything I want... was to ensure that... 1) replace benevol

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1) There isn't a great answer to this, and ultimatley, if the AI could perfectly do everything a human player does, then the humans would never win a single game lol. So some flaws we just have to live with. 2/3 I can answer together. I agree with you, that current system is pretty broken. Mostly, because it does not TELL you, what ideology you really are, even if you select ALL three in equal portions. But, locking the player into a single branch for the en

34 Replies 66,282 Views