Sic Jake

Sic Jake

Joined Member # 2676496
3 Posts 12 Replies 396 Reputation

I'll step up to the fire and be honest. I pirate games, omg yes I do! And I'll tell you why. Some PC game publishers have this "Release now, patch later" motto that sickens me. MMO's are the worst of the bunch, but other genres are horrid at it too. Note I said publishers and not developers. Cause it's damn rare that a Dev will by choice release an unfinished or buggy game, it's often the publisher (EA & Atari I'm looking in your directions) that pushes the dev to release early

101 Replies 85,376 Views

-Bigger maps -I'd like Perm Wormholes as well -Cap the amount of attacks a fleet can make, instead of being based on speed. Modding: -Ability to mod camera angles in combat viewer -Expand ship componet modding. Ie: Let us add defense and weapons values to an engine. Or what I'd like adding two weapon damage types to the same weapon. This would open up some nice interesting mod ideas. -Give the AI some more ability to use "speed" type modules on starbases. R

437 Replies 242,707 Views

I'm looking for some thoughts on an idea for a weapons mod. What I'd like to do is encourage more of a different defense layout for larger ships vs small. Example Shield Generators are easy to protect small ships, but the larger the ship, the more power and size of generator needed. Small ships receive more or better benefit from shields then large ships. Armor Plating is bulky with several layers needed for good protection, small ships don't have the space for it, onl

0 Replies 1,696 Views

When the dread lords appear in all their movie special event glory they usually message me right off asking for help. For me their little lone planet spawns in a the worst of enemy territory and right from the start they are ganked. Your right they also don't build up their fleet nearly enough either. They need a serious boosting to actually be a threat.

6 Replies 4,059 Views

Yes yes I know I didn't proof read or spell check. Let it be a lesson kids, don't drink Nyquil and try and type at the same time.

8 Replies 5,879 Views

I know Quicktime lets you play in reverse, maybe that would help? If you can pull off good animations for the happy, neutral, angry parts I tip my hat to you, it would be sweet for any mod. For the vote screen I don't think you need to bother with video, the vote lasts only a few moments and the pictures are the size of stamp. A static image for that is fine I would say.

8 Replies 5,749 Views

I'm working on a mod for Galciv, but I'm stopping to wonder what do players actually want? I'm asking this in the mod forum as people here know what is and isn't possible with the engine. As a player, what do you guys want in a mod? New opponets? Rearranged Tech tree? Good backstory? With the limited ability to alter gameplay, what would you like to see different?

8 Replies 5,879 Views

I had issues with this too, except for me it crashed when the Vote screen appeared. I was using the Rad tools on some jpg's, only 1 frame bik files but I don't need animations. The angry, happy, neutral movies worked fine, but the vote one never did. However, if you put a non-existant file name for the vote bik in the raceconfig.xml the game will instead use the square portrait as default. For the vote s

8 Replies 5,749 Views

The humans did invent Hyperdrive, but other races have improved on it. The game starts a ways after the gift of Hyperdrive. Some races with more research ability embraced the technology and expand on it before the start of the game. As for removing it, the AI will be just fine, if it leans towards engine techs it will just research Ion Drive on it's own. Tho currently the AI doesn't really seem to use engines at all, I believe thats a bug.

12 Replies 7,499 Views

IYep I agree DivineWrath, the starbases was another thing I wanted to change. I'd like to have starbases improve HP based on how many modules get installed. I don't want invincable stations after one constructer, but I also don't want bases with 6 mods getting destroyed after one round of combat.

4 Replies 4,406 Views

Leave it alone, let your neighbour colonize it. Without even touching culture techs the world WILL flip to you quickly with the added bonus that the AI just upgraded it for you. Once it's yours work on Terraforming which is good for your whole game, not just the one planet. You easily end up with a decent planet with little effort.

24 Replies 15,471 Views

I'm curious, does Stardock have any plans to expand the ability to mod things in game? For example allowing the ability to add weapons and shields to a hull default like you can for sensors and life support? Or maybe allowing the creation of weapons with two damage types? I have a few ideas for a mod, but looking over everything there really isn't anything major gameplay wise you can add or change. The duel weapons is something I'd really like to see personally. Have a mod with Energy/

4 Replies 4,406 Views

In DL I never used to rely on trade money, but in DA with the new super abilities I've been using the built in races alot. Korx espically I find fun. On a huge map I quickly put together a trade empire. I was raking in 1000bc a turn at one point. Researched diplomacy to get them all to fight with one another, this way they were too busy to try and war or break off trade with me. Those new research and economic treaties helped this alot. Game ended badly tho, all the races eventually sur

13 Replies 8,035 Views

The AI gets the penelty but they don't know how to cope with it. All we are trying to say If you play a large map, just you and the AI with this range mod you will see the AI struggle. He won't build starbases to extend his range far enough to reach other planets. He just stays local. I still like it as a concept, and I know DA's new planet types was ment to slow down colony rush, but I s

32 Replies 14,866 Views

I've been messing around with this as well, it works just fine for the player. You need to build outposts on the fringes of your territory in order to send out your ships. I use a special "jump gate" starbase module that lets ships boost extremly fast between pockets of known space. My problem is I don't think the AI can handle this. Anyone else have any luck with the AI building outposts to extend their range instead of using the now gimped range ship equipment?

32 Replies 14,866 Views