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by siyoa
Tue May 28, 2019 12:59 am
Forum: Testing
Topic: Discontent populations, staffing, Scavengers, and Gaiads
Replies: 9
Views: 1317

Re: Discontent populations, staffing, Scavengers, and Gaiads

if you ask me, what I find odd about these minor races is that they somehow mange to keep they population at 3 for hundreds of turns ... and then the moment major race colonizes the planet, they realize that they want to start multiplying like rabbits :shock:
by siyoa
Sat May 25, 2019 6:58 pm
Forum: General Forum
Topic: Maybe stations should have a single shield bubble.
Replies: 30
Views: 6020

Re: Maybe stations should have a single shield bubble.

Just to point out to zolobolo that this game is, in spirit, based on the game Master of Orion ][, and shields, in quadrant form, and station rotation was in that game. Maneuver unit does not allow station rotation, believe me ive tried. yeah, MoO rotates station by 90 degrees at the beginning of ea...
by siyoa
Sun Mar 31, 2019 6:05 pm
Forum: Modding
Topic: shield rotation for stations
Replies: 0
Views: 551

shield rotation for stations

anything that "is_ship" and has "never_rotates" property (station, asteroid bases, etc.) rotates its shields 90 degrees at the end of turn I am quite lazy to rotate the craft, so just shields are rotating ... fore->port->aft->starboard->fore... it is not super thoroughly tested, ...
by siyoa
Sat Feb 02, 2019 6:57 am
Forum: General Forum
Topic: Kudos to the Developers
Replies: 3
Views: 1162

Re: Kudos to the Developers

+10
by siyoa
Sun Jan 27, 2019 5:37 pm
Forum: General Forum
Topic: Expansion\DLC plans?
Replies: 31
Views: 5472

Re: Expansion\DLC plans?

1. Only allow heavy and small craft type mounts (and maybe rocket types) on planetary defences I used to have a mod similar to this idea, you wouldn't dare to approach a planet without a few fighter carriers of your own as a counter measure ... I think the mod is long lost, but I can redo it again ...
by siyoa
Mon Dec 31, 2018 4:39 pm
Forum: Modding
Topic: any feedback on which mods were implemented in vanilla
Replies: 10
Views: 2865

Re: any feedback on which mods were implemented in vanilla

thanks for info :-)

I have to shamefully admit ;-) that I drifted away from pure 4x genre this winter, just finished S.P.A.Z. (never played it before) and am dabbing very lightly at Star Traders: Frontiers
by siyoa
Mon Dec 31, 2018 4:26 pm
Forum: General Forum
Topic: Maybe stations should have a single shield bubble.
Replies: 30
Views: 6020

Re: Maybe stations should have a single shield bubble.

Just to point out to zolobolo that this game is, in spirit, based on the game Master of Orion ][, and shields, in quadrant form, and station rotation was in that game. Maneuver unit does not allow station rotation, believe me ive tried. yeah, MoO rotates station by 90 degrees at the beginning of ea...
by siyoa
Sun Nov 11, 2018 5:21 pm
Forum: Modding
Topic: any feedback on which mods were implemented in vanilla
Replies: 10
Views: 2865

any feedback on which mods were implemented in vanilla

what title says ... mainly mods from harpy eagle on strategy and AI improvements (ship design, AI research), I know Sven plan was to implement them into the vanilla game (some of them at least) ... so before I figure it out the hard way, anyone have some insight ? thanks :idea:
by siyoa
Sun Nov 11, 2018 5:15 pm
Forum: Modding
Topic: Population Panel Mod
Replies: 15
Views: 5118

Re: Population Panel Mod

yeah sorting is for some reason borked ... hey look, it's winter again, time for hibern.... err, computer games 8-)
by siyoa
Tue May 22, 2018 3:48 pm
Forum: General Forum
Topic: "Stellar Surge" slows down game
Replies: 4
Views: 1863

Re: "Stellar Surge" slows down game

this may still work ? viewtopic.php?f=2&t=532
by siyoa
Tue May 15, 2018 4:35 pm
Forum: Testing
Topic: Capturing ships with Phidi race
Replies: 14
Views: 6773

Re: Capturing ships with Phidi race

Your message contains too few characters.
by siyoa
Sat May 12, 2018 4:43 am
Forum: Modding
Topic: Debugging with VS Code
Replies: 4
Views: 2258

Re: Debugging with VS Code

ah, ok

I thought that that functionality is some kind of overlay, that brings the file up that contains the element
by siyoa
Sat May 12, 2018 2:46 am
Forum: Modding
Topic: Debugging with VS Code
Replies: 4
Views: 2258

Re: Debugging with VS Code

works so far :)

now, when I click "New Game" and ctrl-click on race description file RACES.lua opens, but ctrl-clicking anywhere else (race picture, home world) nothing happens :?:
by siyoa
Thu May 10, 2018 8:42 pm
Forum: Testing
Topic: Can We Talk About Diplomacy?
Replies: 33
Views: 10885

Re: Can We Talk About Diplomacy?

Arioch wrote:It would be a bit dodgy, I think, to charge as DLC for something that was intended to be a part of the base game.


that is true, well I patiently wait for next DLC then ;)
by siyoa
Thu May 10, 2018 8:25 pm
Forum: Modding
Topic: various improvements for ease of empire management
Replies: 30
Views: 10366

Re: various improvements for ease of empire management

Can you make all ground troop types (tanks, marauders and Assault Marines) be always sorted to the end of the planet pop MGMT screen? It is a recurring bug that these unit types are dynamically sorted during embarking and disembarking troops and thus the player needs to "chase" the icon d...

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