Gauntlet03

Gauntlet03

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

Yeah I agree. I don't think the most agreeable solution to the most players is adding a more micro intensive element. I think the fighters should be a weapon module, and part of their justification in size, is that they can be manufactured on-board. Replacement can be instant and automatic as far as I'm concerned, but I don't think the fighter should ever upgrade. You should unlock better fighter modules as time goes by, just like you do all other weapons. I

21 Replies 115,363 Views

Hey there! I'm hoping someone much more knowledgeable than myself can help me with a big of a animation issue. It would appear, that when I make custom ships and utilize them as a custom shipset, that the only weapon animation that occurs in the battleviewer, is a sad, paltry kinetic shot. I really play the game so little (I've spent virtually all my time in the ship editor), that I've only really realized this now, when someone brough

4 Replies 17,877 Views

I view the key problem with Fighters being that SD didn't quite decide whether they were a ship, or a weapon system. They opted for a bit of a hybrid approach. Fighters auto replace (great, but that is like a weapon) Fighters auto upgrade (Nothing else in the game does this, and Fighters benefit from MANY upgrades because they use components, like a ship) Fighters are super mass effective because they get capacity upgrades in time and auto upgrade, a

21 Replies 115,363 Views

Ala the old Conflict Frontier Wars or Sins of a Solar Empire basically? A tactical map per solar system, and jump lanes? (in some cases guardable/enhanceable by gates)

23 Replies 133,195 Views

"For whatever reason, I've noticed the default designs for huge-hulled carriers are no longer available in my game? Can other people confirm this is true for them? I uninstalled my mod (GRM) just in case and loaded up as Terrans and other default races with no luck. I've never touched an installation file. Its weird." I've since confirmed that Assault Carriers are missing from the game right now. They still have en entry in blue prints and from what

1 Replies 7,178 Views

Hey there! I'm happy to offer feedback! I took a look at your designs tonight! Quick Note: Your very fond of stretching parts, this can really hurt the textures, so I think these designs will only work well with specific textures. I would make note of that, and if you ever get into modding appearances, note you can control texture sizing when you do. Duruyan: Love this guy, for a tiny hull, he is very ornate. I like the spinning center, and h

1,416 Replies 4,493,592 Views

I mean I wish it were 5 seconds instead of 10 (or half what it really is), but you can do other things, you don't have to watch it. Just can't order ships I think, which I agree, is annoying.

7 Replies 4,219 Views

1) Some way to see at the galaxy map at a glance, what type of governor has been assigned. 2) More importantly, can we move governor selection to the main planet screen? Perhaps they can have their own tab next to the planet construction lists? Since there is no more wheel, I think there is more than enough real estate on that screen to do it somewhere. Frankly I recommend you find a way to remove the govern planet screen entirely. But at least getting governors one screen up

1 Replies 5,902 Views

[quote who="Frogboy" reply="13" id="3594231"] First look is a bit painful. GNN is a Galactic Civilizations construct (What happened to Orion News Network???). [/quote] Certainly, but also, GNN was the news network of the Fallout universe since Fallout 1. Just some trivia :)

23 Replies 133,195 Views

I was under the impression that ONCE a gate was in place, travel was instantaneous. It was the enormous time of placing them via sublight drives that was their biggest drawback. Now that we have hyperdrives, this problem is gone, BUT, there was also the IMMENSE cost of building the gates. It seemed clear that this was a Multi-decade construction project, and it was also mentioned that their destruction could be quite dangerous to the system that held it (if that were to happen).

5 Replies 16,166 Views

Thanks guys! For the Fulgar, yeah, I considered it, but then I would have to mark them as DLC required and split them into a new package, which isn't really cool at this stage. So you'll have to do so on your own, which I certainly recommend. Its not a bad trait for the Turan Raiders either.

1,416 Replies 4,493,592 Views

I've seen diplomacy as capital before in fallen enchantress and endless legend, I liked it, as it was more balanced, but it wasn't more immersive. That's my reason for the RNG, in real life, other people do the unexpected and sometimes just can't be bought. Also the penalty for failure here, requires you to wait and could lead to problems you didn't expect. This will allow us to remove the forced "timer" on speaking to Civs. Also the 3 part conversation syste

4 Replies 9,796 Views

You might want to watch my tutorials, I cover grouped parts pretty well. https://m.youtube.com/#/playlist?list=PLVA5Lf10pstMfYckhKGNE2YjlAtbRaTD1 Your issue is most likely that you are using the mirror command, mirror parts don't copy to a group part. Or, you are not using a single part as your origin and using the starting cube for more than one piece

3 Replies 11,438 Views

I kind of just want to explore an idea I have for diplomacy. Firstly, my agenda, is to increase immersion via diplomacy, while maintaining, that it is also a tactic to be used/exploited (exploited doesn't mean Broken, per-se). The current system of trade is one thing. Its basic, its rudimentary and it doesn't have much character. My idea adds the following layers/changes to make it more interesting. 1) Based on the race's personality traits,

4 Replies 9,796 Views

Most likely the ship file names, they are clearly edited, and lacking the game's ennumeration sequences. The code looks sound at first glance.

1 Replies 4,225 Views