I don't know weather you guys have thought of this or its been mentioned before on this thread (not going to read through 146 pages) but the Maelstrom mod has some brilliant new planet types. Favourites of mine are the ancient ones and the binary ones. You should definitely ask him if you can use them. Possibly the fortified one as well. <span
4rearo
I love the extra planets that maelstrom has. I have been attempting to add some of them to DS for my own use no luck so far though. The binary and ancient planets especially are amazing. The DS team really should ask if they add some of them (at least those two) to their mod. At the very least they could replace the models for the relic planet for example with that from maelstrom's ancient one.
also are you planning to release these changes. I would love an AI which could beat me on merit rather than on resorce bonuses.
what tetrahedral mine?
I would quite like to be able to make capital ships and / or modules with an ability rather than have to work around by making a frigate or star base if this is possible. Edit: Mainly because it is impossible to replicate levelling up in a frigate.
[quote who="Syneptus" reply="101" id="2673581"]How do they store antimatter? Do they contain it in some sort of gravitonic vacuum chamber where it encounters no matter? And then, how do they get it out of there to use it? [/quote] It doesn't matter how they store antimatter the problem is that to generate it you need just as much (actually a lot more because generating it is horrifically inefficient) energy than you get out of it when it 
Science things: 1. Faster than light travel 2. Random bits of magic (cap ship abilities especially advent) 3. Use of antimatter as a power source 4. Faster than light travel!!!!!!! 5. Faster than light travel!!!!!!!!!!!!!!!!!!! 6. What is a phase lane anyway? Edit: 7. Things generally not orbiting General things: 1. Stars FAR too small (perhaps this should be science as well) 2. Too little variation between p
This is a really great mod. Massive fun playing (especially as ancients and Ga'uld).
thanks
OK so I have the very basic workings of culture (the colour of the phase lanes) the back and fourth of allegiance etc. and if the allegiance reaches 0 you loose the planet. However I have heard various versions of bonuses to ships and to the economy of planets with sufficient allegance / friendly culture so i would like to know: 1. What bonuses does friendly culture give (both millitary and economic) 2. How do these bonuss
That short hand might have been my fault acctually. I used it when asking for help merging the two mods for my personal version.
Thought not " Chiefly <span id="hotword" style="background-color: transparent; cursor: default;" onclick="this.style.backgroundColor='#b5d5ff';return hotWord(this);" onm
[quote who="ZombiesRus5" reply="6" id="2645939"] snarky [/quote] Is that even a word???
I have to side with the nos in this. If you want to cheat either download a trainer or make the changes yourself. The devs did helpfully make the game exceptionally easy to alter to your own requirements.
Oh. Is it hard to learn to moddle. I meen you have lots of people who are very skilled in other ways prehaps one or two of them could play around with XSI or something and get the hang of it. Edit: I played around with Wings 3d for about 2 weeks thats not so hard to get started on.
I like strategy, both space (scifi) like sins and 2d games in the mould of Age of Empires (remember that). Have also heard a lot about a game called homeworld is it worth a try. Any off the wall ideas feel free to throw them into the ring.
BTW RYAT did you really just say you have no moddlers on the DS team. You could check out this link. There are about 1,000,000 of them there!
I never got the hang of the GUI i just prefer to use the CMD for small things and make a bat for anything big.
Acctually when I said it works! i was mistaken I now have (I think a working version). Here are the steps as i remember them. 1. Download the latest version of the DS mod and Alliance mod 2. Copy the entire DS mod folder and rename the copy something like DS.7+Alliance 3.Copy all the files from the mesh folder of alliance to the new DS.7+Alliance mesh folder 4. Add the following (33) entries to the top of your DS.7+Alliance Entity.manifest file: <p
Just to throw my thoughts in i think that any self destruct ability should be VERY active and involve ramming and massive explosions! Just imagine your heavily damaged Kol picking up speed and smashing into the enemy Jarrasul releasing a huge explosion and destroying many many ships.
Ok scrap this actually just looked at what i was doing and found i was using the wrong version of convertdata_diplomacy with the most up to date version it works perfectly.
So it is supposed to then.
answered