Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!

Post reply

Warning: this topic has not been posted in for at least 100 days.
Unless you're sure you want to reply, please consider starting a new topic.
Name:
Email:
Subject:
Message icon:

Verification:
Type the letters shown in the picture
Listen to the letters / Request another image

Type the letters shown in the picture:
What is the name of the planet we live on? Type it backwards then add a 5.:
Who is taking revenge? (lowercase):

shortcuts: hit alt+s to submit/post or alt+p to preview


Topic Summary

Posted by: onlylogic
« on: December 15, 2013, 05:36:32 PM »

Thanks Corey. I figured since you were the expert you'd know of the best one.
Posted by: Corey
« on: December 15, 2013, 01:43:49 AM »

Posted by: onlylogic
« on: December 12, 2013, 09:59:28 PM »

I've just started changing values and starting units/planets in the galaxy editor for SoGE. Surprisingly easy compared to how I thought it was gonna be. I wouldn't mind doing those kinds of saves as well as doing maps, and even updating them whenever they update the game. I just need to know if there's a good tutorial for using the dev kit that gives a good comprehensive look at all the functions. Like can I switch between control of factions while in game, can I turn the AI off. Stuff like that, I'm assuming those functions are present but I'd still like it if you could help me or direct me to a good source.
Posted by: Corey
« on: December 10, 2013, 05:50:21 PM »

We can do certain amounts of setup, and save files can be used by different people if they're distributed. We're gonna be focusing more on making sure there's a good variety of the standard maps before getting into anything more contrived, however. The only potential issue with the save file option would be that they'd have to be remade between versions (and you'd need one per faction)
Posted by: onlylogic
« on: December 10, 2013, 03:50:41 PM »

I've been away for a while since the mod was still in early development and last time I commented I think the mod authors didn't like my argumentativeness about Star Citizen lol :) I'd like to discuss what they think of SC now that it's matured and more information has been released including the hangar and the upcoming Dog Fighting module, but before that I have a question about starting scenarios for this mod. I remember hearing something about how you can only start with one to three planets and with limited supply and a few ships at most. There's no real way to start with a faction that already has that faction's planets during that era and play from there. I was thinking of ways to get around this and thought of one I think might work. I don't think I've heard it before but I could be wrong. If this is even possible please let me know. Anyone with a mod tool kit (or whatever you guys use) could take an era, start a game, place all factions where they want in the lore friendly places and with the lore friendly units, give them whatever tech level they want, save, exit, and then post the save online after they've turned the AI back on or whatever and chosen a faction to be in current control of. When anyone loads up the save they would be in lore heaven. Obviously if Dev saves are different in any fundamental way from regular saves then this wouldn't work and would break the save. But if there is any way this could work or if there is something else that you have figured out I'd be interested and would be happy to test it out if someone could point me in a good direction. I really want to be able to start in a lore friendly way with all the planets, units, and tech that would have been present during that era. :) I understand, "balance" and all that...but I really like to be able to have it lore accurate and STILL kick some rebel ass or vice versa.
Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!