So this does not conflict with LogicSequence's high-res mod?
DrAsik
Final screenshot for today. Yes, that's a stupid military resource in front of my beautiful nebula, what a shame.
Yes what happens is that individually they look good, and I can make them look not too distracting (although, beauty should be distracting), but as you explain, LogicSequence, the game likes to patch them together, while that's not what I have in mind when creating them. The easiest way around this is to reduce nebula density to something very low, and put star density reasonably high. Now you have a sky filled with stars, and here and there something worth looking at. It's a completly di
I completed four additional textures this afternoon. I was bothered with my nebulas contrasting too much with the background, like pictures glued on it (which is really how it works, but you don't want it to look like that). So now I am working with much more transparency. This way I don't have to reduce brightness as much, and they integrate much more seamlessly into the background. I'll post screenshots as soon as possible, the new ones are absolutely beautiful. Performance-wise, usin
Still mesmerizing your eyes
DrAsik - what I would suggest is just work your own files. Ther'es no need to create dependancies on Logic's great work. Just create it as an independant project and if someone wants to use them they can plop them in the \\My Documents\My Games\GC2DarkAvatar\Gfx\Space folder. I didn't even know you could do that. But this seems to be the easiest way, yes. Now however, when using my textures in conjuction with DS's mod, you get a mix of very detailed textures and b
More eye-candy for ya:
I would like this mod to be a stand-alone replacement to the original game textures, and in case LS's high-res mod is installed, a replacement to both the original and his nebula textures, while keeping the rest of his textures. I'm working fast and have created nine new textures. Hopefully I will be able to test them tomorrow evening.
If I do it this, way, will these textures override any previous textures, ie: original and LS's high-res mod?
Thanks for all constructive criticism, and compliments. Yes I will absolutely have to redo the first one if it's to make it in the final product. I'll need some help on the technical how-to's. For instance, the mod installation could be as simple as manually replacing the original nebulas with these, and, if LogicSequence's mod is installed, replacing his' with some more of mine. Would that work? Anyhoo I'll have to try but would like some input from some more knowledged people.
Here's my second screenshot and now I'm going to bed.
Yes I use his mod and I noticed he has some nebulas too. This is an area open to discussion, as actually I'm pretty undecided on what to do with the content already present in the game and with LogicSequence's mod. This actual content, inclunding LogicSequence's mod, is in 256x256. The texture you see on the screenshot is over 1800x1800. As far as blending goes, there's an obvious contrast between a high-res and a low-res texture. So as my work progresses I think this mod should be a stand-alone
OPs cannot be edited, so here are the late thoughts: C. Is it possible through modding to actually expand the number of nebulas the game will choose from or is this fixed? D. Are the nebulas of fixed size, meaning they always take the same space on-screen regardless of resolution (high-resolution nebulas do not take more space)? - from what I've seen, this seems to be case.
One image is worth a thousand words, so here goes my introduction: Not bad hey? With photoshop and the right pictures this is very easy to do actually, and I'd be happy to share my work with the community. Since there are a couple nebula images already in the game that I consider to be pretty good, I don't want this mod to utterly replace each one. Ideally, I would like to be able to include some of the
This is a must-have for anyone with a decent graphic card. I experienced no slowdowns with my X800XL, and the planets are now a visual delight. I am not sure though wether red stars actually radiate red light and etc. Maybe the effect is not very noticeable, at least it doesn't seem to have any effect on nearby ships. And as someone said earlier, the new star background is really too colorful for my tastes. To be realistic, there should be color variation, but with very high lu
For a complex turn-based strategy like this, you should expect to have to study the manual carefully. A good share of your questions are answered in the manual. For instance: In a battle, your defense will roll between 0 and the defense value. However, against a non-optimal weapon, your defense will only roll between 0 and the square root of your defense. Hence, if your opponent fires a missile at your ship and your ship is only equipped with shields totaling a defense rating of
Thanks to all for your explanations! Ugh got to wait for the weekend to play some more... However two of the explanations I got for the influence of trade posts on routes seem to be conflicting: - 7. As long as a trade route pass thru an economic starbase's influence, the freighter will generate more revenue. Having an economic starbase that is closer to your intended trade part
That's where I am at now. Basically I had to take advantage of the situations at hand. My goal is an alliance victory since I'm ally with 3 of those that are left but I won't let that sway me from battle again should it be best for me to do it. The Korx may need to die soon before they grow too strong. Wow that's a really cool example, thanks a lot. AAArgh stupid school why can't I play this game right now!!!
Ok thanks for both your responses, (edit: wow while typing this I got 2 more responses, reading them now) they are very helpful. I think I got the concept of upgrading ships and battles, though I'll obviously need to experiment with that. I still have a couple questions : 7. Since the trade bonus of economic starbases only apply when the freighter is in range of the starbase, is it a better idea
Ok I have been playing this game for three days. I'm on beginner level on a medium map against 3 AIs, and so far I am easily kicking the crap out of them. Here are the gameplay aspects I still really don't get and would help me a lot to understand. 1. When you research a ship upgrade, such as ion drives and the like, which increase speed. Does it: a) automatically upgrade all actual and potential ships to which this upgrade can apply; b) only apply to ships you build after the upgrade;
It had been a very long time I didn't have much fun with a strategy game. Since Civilization II, I think. RTSs are another world completly, one in which my skills are far from bad but which lead to a simplistic experience compared to turn-based strategy. To me Starcraft and AOK were a lot of fun, but cheap fun nonetheless. I had some not so great hopes about Civilization IV, and not so great fun with it when it came out. They made the game much more complex, so much in fact that I feel