blacksunshining

blacksunshining

Joined Member # 4342836
1 Posts 14 Replies 74 Reputation

It would probably be simpler to remove the ability of the game to mark 'any' world at 0 pq. And increase the Barren Worlds percentage. I don't know where this file is, but it should b easy to find, as it is different in TA than the other versions.

8 Replies 7,665 Views

Layered Stealth and Sensors. The further out from the center, the weaker the detection. So vessels could pass by, relatively close to objects and each other, and maybe blink in and out of each others' screens randomly. Same with planets and other things. This would allow enemies to have a chance to get closer to their target undetected. Makes perimeter stations more valuable!

169 Replies 395,223 Views

Multiple research options... Research Collaboration w Allies Multiple Production options... Good for using every ounce of production. If you are producing 200, and the ships only cost 65 apiece... unlockable secondary production lines via technologies...

169 Replies 395,223 Views

Make the Constructor Module like the Colony Module. Goes out, builds the station, needs to go back to planet to 'reload'. Or, make it so the constructor module is two parts. 1 part that cannot move, and a transport vessel to ferry the equipment, supplies, and manpower to and fro. This way, a couple ships can be built to ferry an endless supply of modules into place.

169 Replies 395,223 Views

Evolving minor races from worlds with random race good vs evil options. If you enslave or cohabitate with an indiginous peoples, what becomes of them? Expanding sphere of influence in starbases, dependant upon technologies. Abillity to move starbases, though at a cost and very very slow pace.

169 Replies 395,223 Views

Starbase modules which increases food production Starbase modules which increases planet quality(good for making all planets colonizable) Starbases built around planets just as they wrap resources Domecities to utilize all unuseable tiles on a given world...

169 Replies 395,223 Views

I'd like colony ships to be launchable at zero pop. I'd like to type the amount and enter to launch. I'd like progressive colony and troop modules. 20 million 30 million 50 million 100... etc. I can only have one module, regardless of my tech ability. Irksome. I'd like colony ships to be route assignable. Like trade routes, but you can stop them and redirect or reassign them. So constant transport of o

169 Replies 395,223 Views
Reply to help me! in Modding

Is there a way to have minor races spawn into the game, like when you land on a world that has prehistoric peoples on it. It would be nice flavor to see how that evolves over time.

2 Replies 3,303 Views

On a slightly different note. Your civ will expand in size and economy more if you build extra colony ships and simply ferry people from heavy populated worlds to fledgling worlds. Send 500 out, bring 1 back, send 500 out again. Its a bit of effort keeping track of 6+ colony ferrys, but its definately worth it, in EVERY way. Get you colonies over a billion population as quickly as you can. The benefits are endless...

5 Replies 3,931 Views

My difficulty is not in changing the maximum of the module. I am currently running on 10million people per module. But in making several modules, each scaling up the maximum capacity. I have discovered that this is somehow hardcoded, that you cannot have multiple capacities of modules. You can make the maximums whatever you like, you just can't have multiple functioning modules.

3 Replies 4,372 Views
Reply to Mining bases in Modding

I too have thought about this, but havn't gotten to modding the affects yet.

4 Replies 7,575 Views

I like the system. I like it alot. I'd recommend that the level of colonizability also affect growthrate. And gravity worlds should have some easement to their effects w the technology (artificial gravity), which I've modded to a different location and tech-group. I'd also like to be able to build stations orbiting and ringing planets. The graphic could be similar to mining stations. The fact is that stations could and would

1 Replies 4,410 Views

I've been hitting this same wall. Driving me nuts. However, there is not limitation on the exact capacity, at least for colony modules. It can b a capacity of 500 million people, or 1 million. I've actually gone the other way. Since it is obscenely impossible to fit so many people into such a small space, I've scaled it down to something more believable, though just barely. My idea was 10million per module. Then a 2nd module at 25 million

4 Replies 7,316 Views

Hello any and all. Been modding the game recently, after having been away for several years. Trying to create several scaled Colony Modules. Something more realistic than the population of the United States fitting on a single, cheap as dirt, module. I was thinking, one module, 10million people. another module, larger and more advanced, 25 million, maybe a third module, 60 million. However, I can't get even a 2nd module to function in the

3 Replies 4,372 Views

AHHHH... there ARE still others playing this game. I'm not very experienced w the game yet, I've only recently rediscovered it. But I'm trying to mod it a bit, and am having difficulty. I'm trying to add a second colony module, and it 'just' 'isn't' 'working'. ANYONE, w ANY experience, I welcome the input.

1,053 Replies 1,549,327 Views