TOV

TOV

Joined Member # 2493653
28 Posts 272 Replies 7,640 Reputation

Only large stars go supernova. When they die, their core begins to collapse, resulting in a large boom. Before the supernova, the core does a lot of other funky stuff. A space-going civilization would know for years that a star is dying, but may not be able to predict exactly when the star is going to blow. That was the geek's take on it. Now for the players.

15 Replies 8,849 Views

The death of a star is a slow process, with lots of prior warning. So if they do add supernovas, they should only happen to a special class of Large, Dying Stars. That way, the player and the AI know the possible risk. Realistically, there should not be very high class planets, but any planet, as well as asteroids and resources, might make the risk worth considering, especially if the risk is very low. <table cellpadding=8 width="95%" align=center bgcolor=#FFF394 class="mb-Body-Quo

15 Replies 8,849 Views

The story seems good so far. Will I be able to copy the story onto word or a similar program to edit to my own tastes if I desire to do so? It does not look like I can, unless the game creates a text file behind the scenes.

19 Replies 28,011 Views

For example, suppose you have been allies with another civ for a majority of the game and you then decide to back stab them for a military victory. There should be a morale penalty for this. Something like this today would take your citizens back wondering why their country's buddies are now their enemies. In an evil civilization, all it will take is

3 Replies 4,611 Views

I have not play-tested enough to experience that. The parking ships might be because the AI is not programed to deal the UP issues, like how the Dread Lords would shadow protected freighters. The choppy camera movements may be a side-effect as the AI tries to attack the starbase, even though they cannot. I am afraid I do not know how to to fix this, if a fix is possible. I may have to turn the problem to a more-experienced modder.

20 Replies 9,775 Views

I would like a Zone of Controll. This may cause some problems, but hopefully it is nothing that cannot be fixed. 1. If the ZOC is too large, it will be inpossible for more than one race to controll a star sytem. This could a good thing or a bad thing, depending on who shuts our who. Once wat to get around this is to have a small ZOC, and/or to have new colonies have no ZOC until they build up population and influence. 2. When 2 ZOCs overlap, the overlapping porion is nutreul te

46 Replies 22,744 Views

Yes, I have figured that out. I was just nervious to do that because I didn't know if that was legal. I'm sure it is now.\ can i just download v1.3 or do i need to download everything prior to it first? Each version is a stand alone mod. Download v 1.3, for it will contain everything in v1.0 - 1.2, plus a lot of improvements! As

20 Replies 9,775 Views

I have been looking through the conversation files, and I found a couple of funny lines, such as these: Player: Golly gee, the war really ain't goin' too well for either of us. Lots of explosions and stuff. Reminds me of the time I tried cooking a firecracker in the nano-wave oven. Hooooo-wee. Anywhoo, let's come to terms. Please stop hurting us! If you keep doing the stuff you're doing you'll conquer all our territory. Er, yea, I see that probably would be a good thing for

0 Replies 1,508 Views
Reply to Trade Income in Strategies

No. Speed on the frieghters will only get to the planet faster. After that, the speed is reduced to one, always.

12 Replies 7,061 Views

I'm sure mining bases do have population: The Miners. I believe that the astroid bases should have a higher influence, because they will not interact with the races that much.

33 Replies 46,308 Views

Here is an update: I ran across on of my issues and I did not get any choices to pick from. I went through the files, and I think I fixed the problem.

20 Replies 9,775 Views

Your idea is a bit unbalancing because there will be a long time before you research larger hulls. Until then, tiny hulls are useless. You will not be able to beuild scouts or have decent warfare until medium ships, and that is a bit unbalancing. The player will just beeline to medium ships, and the AI won't stand a chance. I think a better idea would be to have a large module which allows the ship to override the speed and range of tiny (and mayby small) ships within the same flee

41 Replies 18,939 Views

I think these probosals are WAY to complicated. I believe that if carriers are to be implimented, they should be simply, because Stardock will not spend a lot of time to develop carriers. If they do put in carriers, they will do so reluctantly.

176 Replies 348,883 Views
Reply to Logic Changes in Modding

That depends on what you want. If you want non-ethical evevnt, I am afraid those are hard-coded, and cannot be added to or edited.

1 Replies 2,108 Views
Reply to Ruminations in Dark Avatar

I think carriers would be better if the carrier only effected tiny ships in the same fleet, perhaps reducing the logistics of the tiny ship. In addition, make the carrier module really big. This way: *Carriers are not the end-all ships Stardock fears they will become *Large non-carrier ships still have a purpose because the carrier can never be as heavily armed. *Makes carries most effective in the late-game, also keeping them from being end-all ships.

10 Replies 9,578 Views

a unit has an attack(=damage)-, armor(or other defense), and hitpoint value - Attacks always hits , the damage is reduced by enemy armor(or the corresponding defense value), then the remaining damage is removed from the target unit. The problem with that is that if two ships with really, REALLY high defense attack each other, the battle could go

93 Replies 105,905 Views

Ah! I never noticed until after I installed your mod, so I just assumed... Well, thanks for the information.

317 Replies 752,592 Views

The thing with the core frieghter did not show up until I ran the Bac file., if that means anything.

317 Replies 752,592 Views

I love your mod, but ever since I installed, I ran into too problems. 1. Dread Lords in campaign use Human hulls 2. With the exception of the Human hulls, the core frieghter model has become a simply Human Cargo Hull for all races. The design still works, but the oieces are invisable except the hull. In addition, all races use the Human hull for the freighter. The other core designs are unefected.

317 Replies 752,592 Views

I have found that the government ability makes it easier to keep the senate under your political party. But what about the others?

5 Replies 4,502 Views
Reply to Galaxy size in Dark Avatar

It would take a lot of work to make large maps. While I like the idea, if it kills my computer, I do not want it.

13 Replies 9,273 Views