At least you can make a fun of voices from every race.
Cathryne
Hejhej! This is a compilation of suggestionson how to make the UI more useful. I hope some these will be considered for implementation into an upcoming patch or mini-addon. Please bear in mind that the space issue is greatly dependend on your screen resolution. I use 1280x800. Problem: The empire tree (I call it ET from here on) becomes very full thus less useful very fast. I find that it cannot be both useful (ability to micro) an
[e digicons]:grin:[/e] This threat is cool. I play Advent a lot, but there are voices in every race that just make me go into panic-crazy-mode. Vasari are worst, of course [e digicons];P[/e] But this psychadelic Unity gibberish of the Advent make almost up for that. TEC has the cooles voices I think. Have you ever ordered a colony frigate to attack something? 'We'll do what we can, hehe...' [e digicons]:rofl:[/e]
I removed it from the mods I play with this: In the mod's GameInfo folder look for a file called PLANETBONUS_GAMEOVER.entity (I think it's called) and delete it. For Entrenchment mods you also have to edit the entity.manifest file (in the mod's main folder). Decrease the count at the very top by 1 and delete the line entityName "PLANETBONUS_GAMEOVER.entity". That's it, the mod will now load without that "bonus". :-)
[quote]wish i could make a few frigates follow the scout around, but i'm not sure if selecting those frigates, and right clicking on the scout, will ensure that they'd follow?[/quote] No they will only follow it within the same gravity well, no escort it all the time. That's a missing function in the game, hope they add an escort command with the next addon at the latest. :-) [quote]when you're not sure where the opponent is, only that he's close,[/quote] That'
AMD rocks! [e digicons]:grin:[/e] ... Stardock and Impulse as well! [e digicons]:thumbsup:[/e]
Why do you think deploy siege platform is useless? I find it only confusing that the info card doesn't give info on its damage, but I'm sure each decreases the time it takes to destroy a colony by 10% or something. Of course it's not the first choice upgrade for the Desolator, but still useful. Scramble bombers on the other hand is pretty useless, since the range or frequency doesn't increase with the levels.
Well, OK, the original post didn't say anything about him quitting not for the first time like that. Hm, I guess noobs who refuse to learn are equally annoying as pros who refuse to give advice to [e digicons]:typo:[/e] and then complain [e digicons]X([/e] about noobs. I've actually played only two online games so far and was lucky to have more experienced players on my team. Who also were kind enough to give some advice on which ships to build against which enemy, which planets t
Then give him some advice and stop complaining over new players! Starting between two more experienced players as enemies sucks, you can hardly blame anyone for quitting. It's no fun being rushed!
Sounds cool! I would like to try it out. :-)
Or + Y for us Europeans :-D
Should the game also show you the whole path to the file when you press the screenshot button?
Advent Halycon Carrier. Looks really great!
It is hidden by default. Did try this: In Windows Explorer go to Tools>Folder Options>View and checked 'show hidden...'?
[quote]2: if you have a pirate base in the path and assuming that is the only path to your territory. You will see the AI not attempting to treapass the pirate base to you. So, in a way, they are a good deterrent.[/quote] [quote]AI will not go through the pirate base, even if they are inactive. If they did, they would suffer quite a bit of damage before reaching your planets.[/quote] I disagree :-P With GalaxyForge I created a few maps with pirate bases as chokepoints
[quote]How about going a step further and making the list of upgrades available on the constructor ship? Go here and build a base with this configuration?[/quote] AWESOME! [e digicons]5*[/e]
[quote]so it takes 10-15 minutes for my enemies to notice anyway[/quote] To notice their homeworld is gone? Sorry, I don't get it [e digicons]X|[/e]
You can also lay mines around wormholes (as Advent and Vasari at least). That's wicked cool! [e digicons]:rofl:[/e]
Would it also be possible to make the upgrades available as soon as the base starts to build? Everywhere else in the game you can access subsequent structures, units and techs as soon as the prerequisites are queued. :-)
Yeah, this has been noted before. A solution might be to add a 'select all superweapons' to the menu where you can also select scouts, colony frigates, cap ships etc. :-)
Yes, 7DS is compatible with 1.05 (or below, I'm not sure). Definetely not with 1.10 or higher, sorry!
Open Impulse, click the icon in the top left corner and select 'Register a product...'. In the bottom right corner select 'Add registration' and fill out the form. Impulse should then reconnect or restart and then show your purchase in the 'My Games' tab. If that doesn't work (sometimes using different email adresses causes problems): write to [email protected], explain and they will help you. You could also try to uncheck 'Show hidden applications' (which is only clickable
Hm, I would have suggested to remove the 'spiralgalaxy.dds' entry from the 'texture.manifest' file but the latter doesn't even exist. Sorry...
[quote]Well, you can mod to toggle default autojoin to off for all ships. Every ship entity has "autoJoinFleetDefault" at the top of the file, just set it to FALSE and ships will never auto-join fleets.[/quote] Cool, didn't know that. Thanks! :-)
The planets grav well sizes are defined in their entity files: moveAreaRadius (bigger) and hyperspaceExitRadius (smaller). The phase lane lenght of course is specified NOWHERE. If you make the planets bigger, you have to move them further appart in GalaxyForge (in by setting the pos [ X, Y ] to bigger values in the .galaxy files). :-)