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Everything posted by NovaCameron
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I will. I think my 240 maps will run just fine. the Mega one never would (1200). lol I shouldn't see a problem since you made a map with sins plus and the planets add about the same amount of ram usage. Though I do highly suggest everyone turn off trade ships and skyboxes. Tradeships just add lag and Skyboxes make the planets look odd. Not to mention being un realistic and star warsy. Just like the planetary bonuses they are meant to keep your attention away from the bland vanilla planets. Oh and I'll be adding about 24 more planet variants by the time i'm done with the map. And no they won't increase ram usage that much. (no new textures)
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Well... your maps weren't accurate... I'm already making a ton of maps. They will come out slowly. I have high expectations if I am to endorse such undertaking on anyone's part. And I will petition Lavo to keep them out of the main mod. I'm sorry if this sounds harsh. You can make whatever maps you want for anyone. I will not make galaxyforge icons since they are really not worth it. I can make maps just fine with out them. (sorry but I'm not much of an artist and 136 icons would be impossible.) But I want to clear maps for the main mod. Just so that they are accurate.
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They can't. The game is coded as a 32bit game they would have to rewrite it from scratch to code as a 64bit game.
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That has nothing to do with stability. the main problem we have, and all modders do, is the 2gb limit. hopefully the efficiency is increased though...
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Woah woah woah. they are supposed to have more health. this is due to their size. you are messing with the crown jewel of this mod, be careful. math or no math.
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I'm still going to worry about the 2gb limit for this. If we move the mod to it we might have to go through and remove the things we don't need.
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It won't. It's still the same engine. There might be a few things done to streamline it but they would have to rewrite the code from scratch most likely to make it a true 64bit multi-threaded exe. Until they say otherwise.
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of course. that what is probably causing it. why didn't you update it all the way first before even dling the mod? It says so in the install posts and the post in the sins forum....
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Oh it gets worse... With Factions! Galactic Empire Galactic Empire Warlords (Separatists!) Rebel Alliance (Rebels!) Galactic Empire Loyalists (Rebel Rebels!) Galactic Republic Galactic Republic Separatists (Oh wait!) Confederacy of Independent Systems (Separatists!) Galactic Republic Loyalists (Rebels!) New Republic New Republic Separatists (I see a pattern...) Yuuzhan Vong Jeedai Heresy (Finally! A difference!) What would ... be? Galactic Empire to Galactic Republic > Rebel Alliance! Rebel Alliance to Galactic Republic > Amnesia! New Republic to Rebel Alliance > Schizophrenia! My head hurts...
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Point. Medium it should be. All those pirates about jumping miners and smugglers. who want those juicy minerals.
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Fine fine. On to a bigger galaxy map! (not the ultra one with 1200 planets. ) Star Wars Galaxy (240 planets about i think) - This will be the base map for the Clone Wars maps, both Galactic Civil Wars and the Yuuzhan Vong Invasion Birth of the Republic (the Start of the Ultra Star Wars Galaxy ) All other maps will have their own base.
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No, I fix it. http://www.gamefront.com/files/20040284/GameInfo.rar Here. Updated planets. Added pop growth adjustments Fixed Comet, Asteroid, and AsteroidSpaceJunk (now should have the most metal and crystal of any planet besieds a roid belt) Fixed roids (There were some that were wrong when compared to my planet chart. You couldn't have got those Lavo. ) Edit: You may have to fix your special roid Lavo. Not sure if it is too strong now. lol Edit 2: Here is a new map set: The Conquests of Xim the Despot: Edit: eh error in the previous map set http://www.gamefront.com/files/20040314/Galaxy.rar
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ah... #@$% I'll fix that... *sigh* It thought that the planets didn't have enough roids.....
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yup it's all there. even icons. lol
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Sure, keep it all the same.
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Yup Yup. I'll fix the growth later and upload it with some maps.
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Right right. I'm more trying to finish up The Conquests of Xim the Despot map. Then it's on to the Birth of the Republic and a larger galaxy map. I'll bring back my insane 1200 planet map later.
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Ya, I was thinking the economic tech tree could be expanded more... particularly the culture section.
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umm a lot. just copy paste the entire template section you would be fine. And yes, basically you will be using that planet's infrastructure to move your capital instead of having to build it all yourself. Basically everything will be cheaper on 'better' planets, planets that don't require special tech to run/occupy (lower colonization lvl) and the native infrastructure/tech lvl of that planet type. (Yes, I might have over thought the planets when I was making them. ) TY for the images, I'm too lazy/busy to do them. lol Edit: tomorrow I'll go through the planets up the pop growth based on tech lvl and 'propaganda' lvl, I'll even go though and rename the planet upgrades, and get rid of any reference to 'colonization'. Edit 2: Oh and next to put back in some of the planet bonuses... rework those... *sigh* Further in the future we can rework the tech trees for a more SW friendly environment. For after the planets that is really the last thing that needs changing.
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They are ranked with Tech ranking. It is cheaper to put your capital for your galactic empire on a Ecumenopolis then a ice moon. Basically where you are doing is not 'colonizing' or 'improving' a planet, what you are doing is improving your faction's presence on a planet. Popcaps should be renamed, popular support, infrastructure for military presence, Exploration can be local planetary knowledge (which is why it is so cheap, for the most part, you can just bribe someone), Capital is actually your capital and the infrastructure that goes along with it, records, comms, politicians, propaganda to keep the pops happy for moving, ect. The space infrastructure are the systems on the planet that allow a faction to build, run, and maintain factories and defenses, comms and computers, which is why the crystal and metal costs are flipped. Thus it is cheaper to put them on a more populated, economic world. The worlds in the game will go on, faction or no faction. Edit: Well you do have more levels so it would be good to boost the starting levels. Not sure why they are starting with extra stuff... It's thinking that they are 'home' planets as well and giving them all the stuff. :/ Ooooooh i know why.... i gave all the planet setups a defaultHomePlanet template as well... by bad i'll go fix it... http://www.gamefront.com/files/20025361/GalaxyScenarioDef.galaxyScenarioDef here you go. all fixed. ^^
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hmm oh did you add it back into the orbitBodyType list? I'm ripping apart the Random maps and remaking them... Hopefully to a better result. ^^ http://www.gamefront.com/files/20024957/Roid+fix+2.rar Done. replaced roids with moons and replaced the IceVolcanic (which doesn't exist anymore) with the Tech 3 category which are nice planets to expand to. This should be the end of the AIs problems.
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Oh so that's how that works.... was wondering why it wasn't changing... You changed it in the updates you did. Ty! Now I'll go fix the random maps... lol
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Actually replace the roid with a moon. You can't colonize those until tech lvl 7 with volcanic research. It also makes more sense to have a moon instead of a roid. mmm i like your random, which is good. But i think there should be more of the dead stuff. Point for adding storms and clouds. Edit: oh, is that roid hardcoded? If it is i'll make a custom roid entity for it and make it a rocky moon.... Edit 2: http://www.gamefront.com/files/20024648/Roid+fix.rar Roid fix hope this works...
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Ahhh! I see, my mistake, typo, 60k not 600K! lol I went and through and fixed them and halved all the prices. I made the Dead Asteroid uncolonizable because there really is no point to it and it would kill the AI with it's -5 cost i would put on it. Large Volcanic has been fixed. And redid the weightedrandom so there are less Asteroid Shipyards, than Asteroid and Comets, and much less of both compared to uncolonizable roids. This should provide some nice roid fields and dead roids (which are worthless) to fight over without killing the AI. http://www.gamefront.com/files/20024414/patch.rar