GoaFan77

GoaFan77

Joined Member # 3343511
10 Posts 1,961 Replies 2,884 Reputation

The most efficient order of taking those planets depends on what you have in your fleet. If you have a pretty good sized fleet with LRMs and carriers, just own the malitias and make sure either a colony cap is with them or a colony frigate is close behind them, and take the planets in order. Don't waste time skipping some and then coming back later unless the desert planet is likely to be a contested planet. If you don't have a decent amount of firepower, say just a col

24 Replies 69,309 Views

While I too think the kodiak is probably the worse looking ship in sins, I don't think that anyone has taken the time to make a mod exclusively for getting rid of it. Of course, it wouldn't be to hard just to download a mod with a model you like, copy the model and texture files into a new mod, then change the kodiak entity file to reference those files instead of the tank in space model. Of course firing points and shield overlays could be a problem... Its probably eas

4 Replies 2,416 Views

Nothing wrong with your list, though I'd keep it flexible (though I don't know why desert is last). Galaxy geography is the biggest factor in how you should expand. If your near 4 ice worlds and a volcanic world, the volcanic all of a sudden is alot more valuable. You also have to concider what worlds your enemies and pirates are likely to attack from. Step X. should be decide how you are going to use your logistics slots. For econ, you are going to split pretty much all of them between civic

24 Replies 69,309 Views

[quote who="newbwithkeyboard" reply="12" id="1997151"]Ok, I have a question. Lets say you are surrounded by volcanics and ice planets and there is a terran planet/something you wanna colonize beyond it. Do you guys fly through the volcanics or do you stop and kill em so that later reinforcements or w/e don't have to keep dealing with the shenanigans? This goes along for sneak attacks as well.[/quote] It all depends really. If its likely to b

15 Replies 19,150 Views

I'm assuming you tried to use galaxy forge for this. As of now, there is no way to add a custom amount of resource asteroids to a planet. The resources that appear are determined by the planet entity file, not the map, so if you wanted to change say the amount of resources avaliable at your home world, you'd have to mod the desert/terran home entity file. However, this will apply game wide, and if you wanted to play the pre-made maps as intended, you'd have to change it back... [e digicons];P

3 Replies 2,556 Views

[quote who="DeusMalleus" reply="7" id="1994429"] I would say, Asteroids then Terran planets, as you don't have to research like you do for Desert planets, saving you some quick cash. Dead Asteroids, which are econ leeches, are perfect for static-bases and supply choke points. A dead rock that I fixed up with Repair bays and other utilities, allowed my TEC fleets to break the Visari grip on some profitable asteroids by skirmishing. [/quote] Desert planets don't

15 Replies 19,150 Views

[quote who="Cataclysm2000" reply="3" id="1995540"] 10% increase in rate of fire is more than an 10% increase in DPS. Rate of fire buffs are super nice.[/quote] Hmm, just tried the math, and on all the ships I tried your right. Suppose I should crunch the numbers before using specifics... [e digicons]:typo:[/e] (need a better oops digicon)

5 Replies 13,838 Views

[quote who="DarthCaedusMorgan" reply="5" id="1995519"] Of course, I could just force persuade you to do it. (Any sith lord that strugles to kill a ninja can't be that strong minded) Jk You have no idea what I am planning. *Evil Emperor Laugh* *uses force brain wipe on GoaFan77 and Samurye* hehehehehehehehehuwahahahahaha -TheDarth[/quote] So thats why I suddenly forgot everything I knew yesterday... O wait, I have a Ysalamiri in

83 Replies 233,190 Views

[quote who="gameripper" reply="1" id="1996281"]Could it be that your clever little rapture came off the supply line while the cap it was assigned to was in the phase lane and so like a good boy it thought it would follow it to that point? My next hypothesis would therefore be that at some point 6 months into their voyage they decided to turn around with little more than peanuts and the Unity sending thoughts of hysterical laughter in their direction . Upon said turn

4 Replies 1,797 Views

Alright, I take that as a you want to give the netrual malitia around a planet a boost. The easiest way to do this is to right click on the planet you want to add the forces to and click edit. Click add right below the group manager box and then add the ships/building you want to have around that planet. Now normally you'd then select what player you want to give them to, but you want to give it to a malitia. To do this, you'll have to save your map and then find the location of the folder al

13 Replies 48,912 Views

[quote who="patkhoo" reply="16" id="1996252"] Just think about the Intro. Why do the Vasari run away? How long have they been running away? What are they afraid of? What happens to the guy under the tree in the intro, when the Advent-Fleet was approaching the Trader-Planet? I could go on and on... The real question is why do the vasari have similar characteristics as humans (terrans and advent)? For example, the Vasari have the same logistics/etc slots on terran worlds than on say v

137 Replies 377,833 Views

[quote who="Cataclysm2000" reply="4" id="1995462"]Yeah, in Galaxy Forge there is a way to make it always spawn you on a certain planet, or so I've heard. I cant figure out how though, anyone know?[/quote] In galaxy forge 1.1, from the defualt menu (where you can add description and stuff), there is a heading that is something like random position, which by default is true. Turn it to false, and the players will always get assigned to the same planet. (The first player b

7 Replies 18,675 Views

[quote who="DarthCaedusMorgan" reply="23" id="1993205"] ps. do we get any karma for doing this amusing show for you guys.[/quote] Maybe, if you can keep it up for a bit longer. We need to know our entertainment stop to soon before rewarding you. Otherwise its just a take the Karma and run scheme. [e digicons]:thumbsdown:[/e] Of course, I could just force persuade you to do it. (Any sith lord that strugles to kill a ninja can't be that strong

83 Replies 233,190 Views

[quote who="Kruppe" reply="1" id="1995008"]afaik it's random[/quote] You can disable this in the 1.1 galaxy forge. But I haven't figured out how to be anything except player 0 in single player. [e digicons]:([/e]

7 Replies 18,675 Views

Not quite sure what you are wanting, but anything not involving standard players pretty much has to be done outside of galaxy forge. Though its not too hard to get custom random militias if thats what you are wanting. Reguardless, you'll probably have to do some text editing on the galaxy file.

13 Replies 48,912 Views

Wow, when I read all of the stories on entrenchment that were appearing in November, I got the idea that the mines would be in the phase lanes. You'd have to have a scout jump first so that it would be able to detect them and allow your main fleet to just go around them. Obviously it didn't work out like that. Though if they can't get the mines to work at a reasonable level in the gravity wells, mabye they should try it. Would also solve the lag problems.

34 Replies 11,877 Views

[quote who="Luckmann" reply="8" id="1995341"]ONE VISION! ONE PURPOSE! ONE KARMA! ONE GOAL![/quote] One Karma under stardock. [e digicons]:thumbsup:[/e] And then there shall be cookies... [e digicons]\o/[/e]

82 Replies 354,749 Views

Well, technically, now that custom maps can turn random positions off, you could make your own story if you wanted. I'd guess it's possible as the tutorials seemed to have some features that would support a story mode (Limiting what you can do, displaying text, really all you need for a perimitive story). Could (ok, will) take a bit of work, but you'd likely get your story mode quicker that way. And I totally support more game types, plus some more game options (Rush ru

137 Replies 377,833 Views

Umm, its really quite a useful ship. I'm pretty sure designate targets does not force your ships to attack the ability's target. Even if it did, the ability enables your ships to do 40% more damage on that target, so it could still be worth while. Its other ability restores 2.5 shields per second to one of your ships and increases its rate of fire by 10%, thus increasing the DPS by 10%, which is always a good thing. In short, I would build more Ho

5 Replies 13,838 Views

I liked it, but it depends what you are expecting from it. If you are expecting another Bioware RPG, you'll be in for a shock, as you actually have to work at aiming. If you're expecting a tactical shooter, you'll probably be a little bored with the long yet well writen story. If you like them both, you'll love this game. Overall, I recommend it, especially for sins fans, as they probably have the patience for it and will respect its original sci-fi story. While I have

50 Replies 248,492 Views

[quote who="Tkins" reply="3" id="1983282"]Yes, i want to alter that chance. "Customized chance" meaning if it's 50% right now to spawn a metal extractor, i want to change that to 10% Please help me sir![/quote] You can't do that with the galaxy forge. You can mod the astroid belt, plasma storm etc. entity file in the game data folder, but that would apply game wide, not just to the one map. I suppose you could take the long way around and ma

6 Replies 3,177 Views

[quote who="LoTeK_83" reply="7" id="1959435"]Bump, definately. This thread should never exit the "recent posts". Besides that, is by chance already available Sins plus 1.11 version for the forge tools? Or the previous ones are still compatible? And great thanks to anyone who have worked/is working for this mod survival. (Please keep a standalone version)[/quote] There are no forge tools, but I've been thinking about putting up

1,334 Replies 3,506,633 Views