Search found 447 matches
- Thu May 19, 2016 4:27 pm
- Forum: MPR++
- Topic: MPR++ v0.2.6c open for alpha testing
- Replies: 1859
- Views: 641025
Re: MPR++ v0.2.6c open for alpha testing
i could not find the links; my oldest private message is from July 2013; i got the initial links end of May 2013 if i were to trust the messages on the first page of this thread.
- Thu May 19, 2016 2:22 pm
- Forum: MPR++
- Topic: MPR++ v0.2.6c open for alpha testing
- Replies: 1859
- Views: 641025
Re: MPR++ v0.2.6c open for alpha testing
new computer, win10; may i please have a download link?
- Sun May 01, 2016 10:49 am
- Forum: General Chat
- Topic: Keyboard commands suddenly not working
- Replies: 16
- Views: 8871
Re: Keyboard commands suddenly not working
Arrow keys to move the map; I/O for zoom in/out; there are others, but these are the ones i use
- Fri Apr 29, 2016 10:29 am
- Forum: General Chat
- Topic: Keyboard commands suddenly not working
- Replies: 16
- Views: 8871
Re: Keyboard commands suddenly not working
I had those sometimes; mouse click not working either; i can get it to work again sometimes after a few ESC-> Continues but it always comes back; it usually ends up with abandoning the game.
- Tue Apr 12, 2016 10:33 am
- Forum: General Modding Information/Questions
- Topic: how to play EXTRA LARGE galaxy ?
- Replies: 35
- Views: 17322
Re: how to play EXTRA LARGE galaxy ?
Although we appreciate the academic and research value of this patch, yeah, the TC has gone mad. I'll stick to my regular maps generating thank you very much. I stop colonizing at 20-25 systems; add to that the minors i member, and the conquests, and the CDO of not leaving colonized systems idle, an...
- Fri Feb 19, 2016 4:47 pm
- Forum: Ultimate Dominion Mod
- Topic: (Updated 9-26-16) Ultimate Dominion mod III 3.0.1ddb
- Replies: 770
- Views: 364583
Re: (Updated 4-26-15) Ultimate Dominion mod III 3.0.1ddb
as for the ship types the AI builds, that is very tricky if you set to build mainly command ships the AI really suffers at low tech. plus AI must build cs and tt's to expand and scout/destroyers to explore. You can always edit ship stats to meet your wishes. In this mod i made the destroyers more p...
- Thu Nov 05, 2015 5:10 pm
- Forum: BOTF Strategy Guide
- Topic: Starting low tech
- Replies: 4
- Views: 6069
Re: Starting low tech
Population increase does not require mods; just use UE and set the population limits for the different kind of planets; At galaxy generation; for regular system the game will stop adding planets when pop is above 400; minor systems and home worlds are not affected by this limit. I had minors with up...
- Thu Oct 29, 2015 11:36 am
- Forum: All The Ages Mod
- Topic: Starting a New "All The Ages" Module
- Replies: 109
- Views: 50709
Re: Starting a New "All The Ages" Module
welcome back! glad to hear from you!
- Tue Jun 16, 2015 10:07 am
- Forum: General Chat
- Topic: Low Build & Population Ship Costs
- Replies: 1
- Views: 1770
Re: Low Build & Population Ship Costs
In single player there's no need; AI already has lots of ships and does not care a bit about maintenance;
The goal for me is to limit the number of ships so the game does not slow down when it gets more interesting (i.e. when the economy is established and 75% of the systems are building ships)
The goal for me is to limit the number of ships so the game does not slow down when it gets more interesting (i.e. when the economy is established and 75% of the systems are building ships)
- Mon Jun 01, 2015 9:51 am
- Forum: General Chat
- Topic: Star Trek I: Specter
- Replies: 1
- Views: 2062
Re: Star Trek I: Specter
Well yesterday was a rainy day so, i watched them all, almost, still have the last 2h left; and can't wait to get home today. Incredibly well done. After a few minuted you kind off forget there are only 2-3 people doing the voices. Can't wait for the finale! It's full of easter eggs ... sounds, musi...
- Thu May 28, 2015 8:56 am
- Forum: Ultimate Mod
- Topic: Ultimate Mod 5 v2.5 1024 (Updated 15/2/16)
- Replies: 343
- Views: 211644
Re: Ultimate Mod 5 v2.4 (Updated 23/5/15)
The only issue with large population is that you can't have more than 60 industries in a system; but you can always spread it to research or intel; believe me i tried larger populations :D) And that if you don't get a lot of structures at colonizing it takes a while before you build all those main b...
- Sun May 24, 2015 7:24 pm
- Forum: Ultimate Mod
- Topic: Ultimate Mod 5 v2.5 1024 (Updated 15/2/16)
- Replies: 343
- Views: 211644
Re: Ultimate Mod 5 v2.4 (Updated 23/5/15)
system generation keeps adding planets to get population above 250 and stops completely above 400; but major home systems and minors don't abide by this rule; so if planets population has been raised you may get some huge minor systems.
- Sat May 23, 2015 10:53 pm
- Forum: Ultimate Mod
- Topic: Ultimate Mod 5 v2.5 1024 (Updated 15/2/16)
- Replies: 343
- Views: 211644
Re: Ultimate Mod 5 v2.4 (Updated 23/5/15)
awesome !!!
- Fri May 08, 2015 3:59 pm
- Forum: MPR++
- Topic: MPR++ v0.2.6c open for alpha testing
- Replies: 1859
- Views: 641025
Re: MPR++ v0.2.6c open for alpha testing
can i please get a link; currently away from my usual pc
Thanks
Thanks
- Thu May 07, 2015 11:21 am
- Forum: Ultimate Editor
- Topic: Ultimate Editor
- Replies: 1084
- Views: 382889
Re: Ultimate Editor
Shield penetration and shield level have no effect; probably they wanted to do something with these params but did not get around to implementing it. Range is clear. Accuracy of the ship firing (for beams and torps) is compared against the defense of the ship being fired upon to calculate hit/miss c...