As far as I know the vanilla factions AI is hard coded to eventually get titans. Unless you modded them a lot that is not consistent with what I've noticed, and typically maps don't matter that much for AI behavior. If you modded other things, perhaps even increased the number of fleet supply for frigates, it could be a factor.
GoaFan77
You cannot. Capitalships are hard coded to use 1 command crew while titans must use two. What you can do is modify the starting capitalship research to give a lot more crew at the start. If you don't want to have capitalship crew at all, just set the base value to 999. Are you trying this in a total conversion? The AI for mods that add new factions do to tend to be slower getting titans.
Lots of exciting developments with our last faction, the New Republic, lately. Here's some of the early screenshots. MC90 Star Cruiser Corona Frigate Liberator Cruiser <img src="http://media.moddb.com
[quote who="Ryat" reply="30" id="3667685"] Quoting Blair Fraser, reply 25 I've looked into negative trade values and its relatively easy. However, what isn't easy is how to deal with all the trade modifiers. As it currently stands, the modifiers will all make a negative trade i
[quote who="Darvroth" reply="2" id="3667566"] Easily modified in the constants file. [/quote] I think you mean the research files, but yes. Very easy to mod without doing anything with flagships.
[quote who="Blair Fraser" reply="24" id="3667429"] Ok, I've fixed the ANTIMODULE issue. It was an obvious and simple bug to fix. [/quote] Always the best kind! Thank you so much Blair! [e digicons]:thumbsup:[/e] [quote who="Darvroth" reply="26" id="3667565"] My own pet rock to polish would be an option for multiple factions of planetary militia units. Heck even pirate raids can be made race specific, why not militia? Five "slots" would be ideal but any
[quote who="Blair Fraser" reply="22" id="3667322"] I'll look into the trade and antimodule issues if time permits. No promises as my list is quite large. 1.87 is pushed back to incorporate some other improvements that are easier to deal with before 1.87 goes out. I'll try to remember to give a heads up closer to release. [/quote] Sounds good, it's great you're still supporting the game after so long. [e digicons]:thumbsup:[/e]
Here's a minor little quirk I've always found odd Blair, and one that modders might appreciate if it changed if you think you'll do any more little updates. Currently, the " ANTIMODULE " AttackType has the odd special trait that ships that deal more than 50% of their damage with this attack type can only attack starbases and planet modules. This seems redundant as we also have the " canOnlyTargetStructures " boolean that one would think would
All you need is the 1.87 ref files. DLCs are included.
You're looking for firstWarningTime normalWarningTime Pirate quest is for when player manually hire the pirates to attack another player. This does not typically happen that often. Warning time is the countdown bar from when a raid launches to the bidding period of the next raid. Min/MaxSendRaid is the range that the pirates will wait to accept bounty, after the warning has been given. [quote]And if I change these files in a mods
[quote who="Quiet_Man" reply="511" id="3665961"] I really like your mod. Great work! Thank you. [/quote] Thank you! [quote who="Quiet_Man" reply="511" id="3665961"] I think the crash was from the 1.87 engine and not your mod. [/quote] Good to know, I'll look into it more when we get a fix on when 1.87 will hit.
Indeed, fantastic work! [e digicons]:thumbsup:[/e] This should be a real help to anyone new to modding.
Works for me, are you sure you didn't map the key to something else?
[quote who="thecrimsondawn" reply="3" id="3665147"] Thanks for the replies! I will jump on this right away [e digicons]:)[/e] One other question tho, and im sure this one is most likely pinned somewhere - How do you use Gal forge maps in multiplayer? I dropped the file on a pendrive for my roomy and put it in the same folder I load it from, but the game says the required files are not found. [/quote] Make sure he had the right galaxy forge folder. There'
Huh, is there really both Vanilla and Original pirate base? lol. Any Mandalorian owned planet can spawn the raid I believe. Mandalore is always the special planet, MandaloreBase is always the standard Raider base, and MandaloreOrBase has a 25% chance to the Mandalore, 75% base. I'm honestly not sure how the original pirate base will work in Interregnum, since it will be owned by the old pirates. Raids may not work for them unless you disable the default template and give t
Minimods for E4X have been updated. Now includes a "Max Starbase Upgrades" minimod for those that want to get all the upgrades for their space stations.
Hi Quietman, I have not tested Interregnum on the 1.87 release myself, so I offer no guarantees it works for it. However it sounds like you were able to play for a while? Also everyone, the optional minimods for E4X and Interregnum have been updated. <img src="http
My Enhanced 4X Mod actually supports this. It has a bonus you can add in galaxy forge called "No Logistics", and it gives a -99 penalty to logistic slots. Just make sure no shipyards spawn in the game and no one can build any more. As long as you don't give them 4 research labs, they can't build titans either.
Could you list the exact text of the error? There is an error that says something about files that can occur even when not using a custom map.
[quote who="furyofthestars" reply="502" id="3663182"] Thanks, Goa, that's certainly understandable, though I did not have Interregnum active at the time. I'm guessing though that for E4X you did change the way it works anyway? Just want to be sure. [/quote] Ah yes, but it is different from Interregnum. I gave the Interregnum answer because well, you asked this in Interregnum and not the E4X thread. :p Still Sins universe in E4X, but the original f
[quote who="furyofthestars" reply="500" id="3663164"] Hey Goa, I just ran a game using only your E4X 1.82 mod that was packaged with your latest release of SWI (Alpha 3.3) and ran into an issue. Not sure if it's with the mod or with the latest changes the Devs made. Will be a long while before I can run another game to confirm. Played as Tech Rebels, researched TAR, and the Pirates remained hostile towards me for the whole remainder of the game. [/quote] <
How did you figure out it was "DamageSharing"? That is probably something that should be posted to the devs in a new thread. Do you have any save games of these crashes where loading them will reproduce the issue? Usually random crashes are due to system specific issues (running out of RAM/not apply Large Address Aware, drivers etc).
I might want to watch it again after it comes out on DVD, but my initial impression is that its the best Star Wars movie I've seen in theaters (90s generation kid here).
[quote who="sareth01" reply="5" id="3662460"] If you think wait times are slow right now, just think how they were when there was only around 20 people online for... years. The Multiplayer community is hardcore and a new player has to have that kind of mentality to get the experience they need to beat a pro. [/quote] Perhaps the wait times would not be so bad if the pros would be more willing to let new players try their hand at it so they could get the experienc
Unfortunately new blood is rather rare in the competitive seen, and a lot of MPers will kick new players if one of the regulars is able to play. Rather self defeating in the long run but its been like that for a while. Maybe try hosting some 1v1s at first or play comp stomps to get some online stats. Might help a little bit if they see you have some games played.