Search found 447 matches

by adi
Thu May 19, 2016 4:27 pm
Forum: MPR++
Topic: MPR++ v0.2.6c open for alpha testing
Replies: 1859
Views: 638456

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.
by adi
Thu May 19, 2016 2:22 pm
Forum: MPR++
Topic: MPR++ v0.2.6c open for alpha testing
Replies: 1859
Views: 638456

Re: MPR++ v0.2.6c open for alpha testing

new computer, win10; may i please have a download link?
by adi
Sun May 01, 2016 10:49 am
Forum: General Chat
Topic: Keyboard commands suddenly not working
Replies: 16
Views: 8837

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
by adi
Fri Apr 29, 2016 10:29 am
Forum: General Chat
Topic: Keyboard commands suddenly not working
Replies: 16
Views: 8837

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.
by adi
Tue Apr 12, 2016 10:33 am
Forum: General Modding Information/Questions
Topic: how to play EXTRA LARGE galaxy ?
Replies: 35
Views: 17222

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...
by adi
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: 363075

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...
by adi
Thu Nov 05, 2015 5:10 pm
Forum: BOTF Strategy Guide
Topic: Starting low tech
Replies: 4
Views: 6007

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...
by adi
Thu Oct 29, 2015 11:36 am
Forum: All The Ages Mod
Topic: Starting a New "All The Ages" Module
Replies: 109
Views: 50012

Re: Starting a New "All The Ages" Module

welcome back! glad to hear from you!
by adi
Tue Jun 16, 2015 10:07 am
Forum: General Chat
Topic: Low Build & Population Ship Costs
Replies: 1
Views: 1759

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)
by adi
Mon Jun 01, 2015 9:51 am
Forum: General Chat
Topic: Star Trek I: Specter
Replies: 1
Views: 2050

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...
by adi
Thu May 28, 2015 8:56 am
Forum: Ultimate Mod
Topic: Ultimate Mod 5 v2.5 1024 (Updated 15/2/16)
Replies: 343
Views: 209449

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...
by adi
Sun May 24, 2015 7:24 pm
Forum: Ultimate Mod
Topic: Ultimate Mod 5 v2.5 1024 (Updated 15/2/16)
Replies: 343
Views: 209449

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.
by adi
Sat May 23, 2015 10:53 pm
Forum: Ultimate Mod
Topic: Ultimate Mod 5 v2.5 1024 (Updated 15/2/16)
Replies: 343
Views: 209449

Re: Ultimate Mod 5 v2.4 (Updated 23/5/15)

awesome !!!
by adi
Fri May 08, 2015 3:59 pm
Forum: MPR++
Topic: MPR++ v0.2.6c open for alpha testing
Replies: 1859
Views: 638456

Re: MPR++ v0.2.6c open for alpha testing

can i please get a link; currently away from my usual pc
Thanks
by adi
Thu May 07, 2015 11:21 am
Forum: Ultimate Editor
Topic: Ultimate Editor
Replies: 1073
Views: 380159

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...

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