I have tried it just once, so no extensive testing, but it seems, that the parameters I highlighted in my first post do indeed influence the distance of the home planets to the star. The ones further down in the galaxy file influence the positions of all the other celestial bodies in the system, but not, it seems to me, the position of the races' home planets. If you want to change those you have to open the galaxy file (mine is with random generator on, don't know if other files have t
Disclaimer78
I'm still trying to figure that one out myself, but I believe it has sth. to do with these parameters in the map's galaxy file: randomizerParams starPosOffsetRange minPercentage 10.000000 maxPercentage 15.000000 playerParams startingCredits 3000 startingMetal 800 startingCrystal 250 homePlanetType "TerranHome" [B]homePlanetStarRadiusRange minPercentage 1.000000 maxPercentage 1.100000[/B] areExtraPlanetsColonized FAL
I'd like to control the colors of the skyboxes, too, when I create a map. I tried to to that in Forge, but really I don't know where I could do it there? Are the dds files of any help here? How can I open them? How to use them to create the background you want?
Well, seems that I have the same frustrating problem then... For now I just created an Interdictor frigate. A capital ship would be fit that role much better though, me thinks.
Thanks, that works fine! :D Another question, since I also try to create something like the Star Wars Interdictor Ship: Does anybody know how to include new ship classes in the game? I created the new ship based on the Donuv Battlecruiser, changed things where it seemed useful and saved the file under a new name. But the new ship class doesn't appear in the game...
I'm a noob to the game and even more so to modding, but I'd like to change a few things to suit me better. I have the temporary mod package, so now I "only" need to know how to deal with it. Two things I'd like to change first: - How to increase both range and "inhibition" time of the PJI? I believe I have to change things in the BuffHyperspaceDisruptionTarget.entity file, but what exactly? And is this the only file I need to mod? - How to increase the research time? S
I'd like interdictor ships, too. They're mobile PJI. As for the stationary types, if the devs made the time of phase lane interdiction easily moddable (don't know if this is the case already), maybe all could be made happy. Those that want only 30 secs, choose that, those like me that want basically permanent phase lane interdiction can type in sth like 3000 secs. The only real important thing here would be to differentiate between phase lanes to friendly systems with an own PJI and all
[quote]Make Phase Jump Inhibitors prevent hostiles from using phase lanes that connect two planets which both have a friendly PJI in them. [/quote] [quote]REALLY SIMPLE - If you choose PJI, you cut off the research for the superweapon. If you choose superweapon tech, you cut off the research for the PJI. This takes care of the concern over turtling with a superweapon (if indeed this was a real concern in the first place). And it would justify turning the the PJI into a "superweapon"
[quote]Make Phase Jump Inhibitors prevent hostiles from using phase lanes that connect two planets which both have a friendly PJI in them.[/quote] IMHO that would be an excellent idea! What after all is the point of having phase lanes in the game at all, if you can't use them strategically to create choke points??
[quote] I would ask that I be able to change game speed on the fly. [/quote] Hugely seconded! That one is crucial (probably only for single player though). [quote]My suggestion is... give the player the ability to demand stuff from the AI akin to how they do to the player. It could be simple stuff, like resources or something, but it would make dealing with the AI more rewarding. As it is you're practically their slave to keep them happy,
[quote] And that helps multiplayer... how? Its really useless to have designing ships if you can't use the feature in multiplayer! Or are you guys talking about graphical ship design? Please clearly label what it is your asking for before we all go insane! . [/quote] Changing weapons could be done quite quickly and thus could work in multi player. To really make it shine it would require a dif
As indicated before I'm very much in favor of ship design, which is ironic, because in GalCiv I don't use it that extensively. One of the major benefits is that you can customize the weapons your ship uses, much in the way Ron and xbluedragonx describe it above. You can concentrate on whatever weapon you favor and - if the game allows you to - react to circumstances and built the kind of weaponry best suited to defeat your enemy. The other is advantage is that you can change
Time would be no problem whatsoever for an in-game editor, as said above, just have the game [B]pause[/B] when you're designing your ships. Actually I must add, real time is no obstacle at all for an uber-complex game, just look at the Paradox games, they are all real time! This thing would be absolutely optional and probably disabled in multi player, so really there wouldn't be any disadvantages for the player. For the devs there might be some: They have to develop it and it would furt
First, congrats to Ironclad and Stardock for the huge success Sins seems to be! Seems they are making a lot of people happy, but the more I read on this forum the more I get convinced that Stardock’s strategy on this one involves risks and that it is short-changing me. I am looking for a game with Galcivs complexity, but Sins graphics, interface and tactical battles. In theory that could be pulled of by making most of the complexity [I]optional[/I], streamlining the interface
Great Job! However, I still have a slightly annoying problem with the minimap: When a race has some territory outside its main territory, these (the coloured blobs on the minimap) are connected via a coloured line, while a black line appears as continuation of this in the coloured blob. Not critical, just doesn't look very nice... First appeared when I got the beta. Is there anything to solve it?