It's quite do-able. First, in TechTree.xml, put TransWarp 5000 5,000 RP (AI:5) All ships gain +2 speed HyperWarp III 20 hyper320 5 Propulsion Then
AngleWyrm
I've been having the same problem. The texture name within my exported .X file is "UpperSaucer", but there are no files with this name. Anyone successfully create their own texture, and add it into the game? How did you go from the composed named texture within Max (several source .png/.gif files), to exporting the texture? Is it some specific settings in the Panda export process? Do I have to save it separately somehow?
Hey gang, we've got fourth place, and it looks like those Sharks with frakin' laser beams are gonna give the Overmind a run for thier money. So how 'bout we pull a little inter-galactic diplomacy, battlestar style? Third place is lookin' tasty
For everyone posting big pictures who isn't using imageshack.com to post, please add width=700 to your IMG tag, like so: width=700 src="http://myhost.com/mypicture.jpg"> Compare the above post with this post, and you'll see the difference: <IMG width=700 title="Using < IMG width=700 ..." src="http://img.villagephotos.com/p/2005-2/
Something vaguely topical: A thought experiment. How long does it take light to travel from the sun to Earth? About nine minutes? If Earth's trajectory through space right now is centered on a point within the visible position of the sun, then 'gravity' travels at the speed of light. But that would screw with the math we use for stable orbits. If Earth's trajectory through space right now is centered on a point nine minutes 'forward' of that focal point near the
TheStormWeaver said: Pshaw, thats nothing. That would carry a bit more weight if you posted some metaverse scores, demonstrating your superior standing. So...beat me if you can.
My last game at the end (september of third year) I was getting 7,131 income per turn, net profit of 2,235 per turn, at 65% tax (100% morale). On trade routes, I had 12 routes running from home nine sectors to the Dark Yor homeworld (class 21, pop 10billion), with two fully loaded economic starbases on it, but only netted 603bc per turn at the end of the game. That's three years into the game, on the last turn, when the game is over. 7131 tax, 603 trade. Less than one tenth of my income. My
quote from Escorts and Carriers: A Suggestion for Dark Avatar This module should be very large and even more expensive, so a carrier will be a large, valuable, vulnerable asset to the fleet, since a carrier equipped ship should not be able to hold enough weapons to fight off a real attack.
Some gaming genius, that I remember from Starfleet Command: Watching a save-game movie, where a Romulan stomped a Klingon in a fleet battle. The Klingon had cloaked, and the Romulan launched it's volley of plasma torpedos at the cloaked and semi-stationary Klingon. Without a lock, those plasmas would go to waste. But just at the last moment, when the plasmas were very close, and the Romulan was swooping by, he teleported several mines in front of the Klingon. The Klingon tripped the m
I thought I got fooled by a spin control center in a game. There was a planet with about half a dozen defenders, but when I attacked, I only killed three or four before they were all gone. I only begin invading when I've researched the whole troop tree, and Tri-Quan is on it's way. The result is that my attack bonus:9 faces defense bonus:0~3 and it's a walk in the park. The AI should consider upping it's troop tech as soon as it sees troop ships with terrifying legions headed for their worlds/
Give it a small size, but a large SizeMod. That way it gets big fast, as the ship size goes up. Like if one part takes 20% of the ship, that's not much on a tiny hull, but on a huge hull maybe two or three of something else would work better in the same amount of space.
Some sort of elegant solution is bound to reach up and bite the right person eventually. ...nibble, nibble...Hey! The missile techs in an older version of the game (1.1?) were designed to be exactly the sort of weapon best suited for capitol ships. The way it worked was like this: The Size of the weapon was big, compared to guns or beams. But the S
Seems like there's enough free space to make the name box legible.
I have completely finished the tech tree and built all possible buildings and yet they have 125 logistic points... ..their fleet started out with 25 ships!! Could you please post a link to a zipped save game? They're very small when zipped.
My last game ( AngleWing, 3 years on huge, fastest tech ) got 163k research points out of the 476k rp in the research tree.
I would like real borders I would like it to be implemented as a policy change: If you attack any ship that is within your influence borders, it does not mean war.
Spathi fighter, Cpt. Fwiffo commanding
Right-click the green planet drop down icon, and the map will center on the planet in question. You can then decide what to build, and then go into the planet and add to the queue. Note: zoom in a little before you do, because if you're zoomed all the way out, the map might not move.
Ya, what if, just perhaps, the formula that estimates the amount of matter in the universe needs a bit of revision, instead of the universe? That would make more sense. Same thing for 'Black Holes'. As the theory goes, if you cram enough matter into a tiny space, strange things happen...it just happens to overlook a simple property of matter: Matter takes up space. There's only so much cramming together that takes place. Beyond that, there's a bunch of young theoretical physicists, looking f
This plot is a study of when the various weapons become available. It shows the technology race in the three main weapons, and who will get what first.
SizeMod is additional space that a ship part takes up, rated as a percentage of hull space. For example, a weapon that has a Size 5 and SizeMod 6 will take up 5 space plus 6 percent of the ship. I imagine that it's purpose is to dampen the effect of larger hulls, making smaller hulls more valuable. It also sets a hard limit on the number of componants that can be put onto a ship, no matter what size the ship is (depending on parts, that limit is in the neighborhood of a dozen to two dozen).
Just had a recent game where the AI had beams and sheilded ships and I concentrted on mass drivers and shields. How far up the mass driver tree did you end up researching by the end of the game? And what beam weapons did they have at the time? My guess is that it got hard about the time those Graviton-equipped Gun-9 heavy fighters and Gun-12 Mediums star
Thanks railguns are expensive to research, but they have the best damage to size ratio, and they're also the least expensive to put on your ships. If the AI were unfortunate enough to decide to research guns, it would fall behind in military tech. Once it hits
Ok, second chart updated to be RP/(size*sizemod); hit refresh to see the changes. Including such size info shows Gun-9 to come down and be more in line with the other weapons. Gun-4 and Gun-5 are still out there on price/performance. It might be possible to bring them into a more competetive role by removing several redundant 'sleightly smaller/cheaper' versions of the same damage level. Beam-6 (Subspace Blaster) also remains as an anomaly. Considering it's cost and placement in the tech tre
What do you think of the actual gameplay? Unless you can tell me how this is having a negative effect upon the game experience, I don't see what the problem is. That's why there's a warning at the top of this thread about charts and math. Here's a quote from above that refers to gameplay: <TABLE cellpadding=8 width="95%" align=center b