so does the normal star forge work for this game?

New map ideas.
#101
Posted 16 July 2014 - 10:32 AM
#102
Posted 16 July 2014 - 10:40 AM
star forge
no, the star forge...
does not work in sins
GALAXY FORGE however, does. and, with some magic (that i dont know because i dont use galaxy forge), you can put in SotP things
#103
Posted 16 July 2014 - 10:50 AM
so does the normal star forge work for this game?
If you copy and paste the galaxy scenario def file it will allow you to yes, but I recommend waiting before building anything being how close to a release we are and how much has been changed to the G.S.D.
- nightovizard likes this
#104
Posted 27 July 2014 - 11:41 AM
I managed to create a forge galaxy map using SOTP planets, there are shield worlds, halo rings etc:
http://www.moddb.com...n-and-some-mods
It's designed for 2 vs 2 matches, first 2 slots must be a team, next 2 another. The gameplay is pretty basic: you must fight a tug of war by capturing planets 1 by one until you destroy the last enemy colony. For that, you can fight in the forntlines going from the sun, and from the sides (for that you must destroy a flood world first), or you can attack them from the rear and send a surprise attack using a wormhole.
Take advantage of greenhouse planets to set strong defenses, and be careful with the worlds next to the wormholes as oponents can attack you from the back, and flood can spawn there too.
- nightovizard and Solemn Penance like this
#105
Posted 26 February 2015 - 12:47 PM
Has anyone done anything with the new insurrection hinted at during Ghosts of Onyx, UNSC vs. Insurrectionists maybe? that leads me to a new subject, See you in another thread.
"Didn't you know? Spartans never die." Kurt-051 "Ambrose"
#106
Posted 26 February 2015 - 01:34 PM
#107
Posted 01 June 2015 - 06:01 AM
For a 2v2 map a game set around the first/second battle of Harvest might be appropriate. All four players (preferably two UNSC, two Covy) would start with a small, nearby system (Second Base and Green Hill for the UNSC perhaps?) with phase lanes connecting the allied players to each other and the Epsilon Indi system. I'll have a play with the map editor later, see if I can make something playable and competitive.
#108
Posted 30 October 2015 - 10:46 AM
More maps for 3v3 combat.
Maps from 0.56.1 were... interesting.
INF-102, UNSC Admiral Kuznetsov (Addons make things better)
#109
Posted 30 October 2015 - 02:41 PM
#110
Posted 08 November 2015 - 08:18 AM
Fall of Reach for 4 and 6 players.
Fall of Harvest for 4 players.
Cole's Last Stand for 4 players.
Clash of Empires (or Empires at War, or something like that) (as in 0.56.1). I can't make it personally due to another version of Galaxy Forge. But you can. You have enough time, at least, if you started this thread.
Also, it would be great, if every system will have it's own star like Empires at War. If you going to conquer that system, then you'll have to not only fight for one world. And there will be <SetCount> of home systems for UNSC and Covenant, and 3-4 neutral.
Planets: in small version 50-60 (4 players?), in big (for those who like crazy. 6 players) 90-100.
INF-102, UNSC Admiral Kuznetsov (Addons make things better)
#111
Posted 05 June 2016 - 11:53 AM
I've been thinking about this for a couple weeks now.
Setup:
The UNSC starts with the Sol System in Full Control and the Epsilon Eriandus with a sizeable amount of ships of varying classes (Excluding Titans), with Max Level Planetary and Orbital Infrastructure (Tactical and Logistical, Military Shipyards, R&D Stations and Trading stations). Those systems have a large amount of mining astroids of both types. Research Trees start as normal games have it as, except for the obvious Long-Range Slipspace to allow the vessels to jump to the other systems.
Scenarios:
The two different versions are with the Insurrection being the main baddies, or the usual suspect Covenant. Within these, you can choose if you'd go post war, where UNSC and Insurrection military and civilian vessels are commonly shielded and have In-System Slipspace tech that if you need to go from one system to another, with a system between the two, it won't drop out to traverse at sublight to the other side, however this will only be for COLONISED systems because of UNSC Mapping and Balancing reasoning.
Or during the H-C War where UNSC Vessels will not be shielded, however there are the vessels found post-war would be available as high resource vessels.
Thats the raw version of it now, and I am sure you'll find flaws with it.
SmokeTinyTom.
#112
Posted 09 June 2016 - 06:43 PM
I've been thinking about this for a couple weeks now.
Setup:
The UNSC starts with the Sol System in Full Control and the Epsilon Eriandus with a sizeable amount of ships of varying classes (Excluding Titans), with Max Level Planetary and Orbital Infrastructure (Tactical and Logistical, Military Shipyards, R&D Stations and Trading stations). Those systems have a large amount of mining astroids of both types. Research Trees start as normal games have it as, except for the obvious Long-Range Slipspace to allow the vessels to jump to the other systems.
Scenarios:The two different versions are with the Insurrection being the main baddies, or the usual suspect Covenant. Within these, you can choose if you'd go post war, where UNSC and Insurrection military and civilian vessels are commonly shielded and have In-System Slipspace tech that if you need to go from one system to another, with a system between the two, it won't drop out to traverse at sublight to the other side, however this will only be for COLONISED systems because of UNSC Mapping and Balancing reasoning.
Or during the H-C War where UNSC Vessels will not be shielded, however there are the vessels found post-war would be available as high resource vessels.
Thats the raw version of it now, and I am sure you'll find flaws with it.
SmokeTinyTom.
Not possible within the engine to limit UNSC wartime/postwar tech exclusively. Other than that isn't this basically Will of the Gods? You don't start with those systems but you still get (depending on where you start- Earth/Reach/the Outer Colonies) the human controlled space and then eventually the Covenant space border. Just would take some minor editing is all.
Nothing happens to anybody which he is not fitted by nature to bear - Marcus Aurelius
#113
Posted 16 June 2016 - 09:33 AM
Battle over the Ark.
9 Gravity wells for Ark. 1 large in the middle and by 1 small per every tentacle, connected with each other only by short slipspace routes. You may arrive to the Ark and retreat only via the central gravity well. All others gravity wells are empty and need for guile manuevering and ambushes.
Players 1-3 are the UNSC.
Players 4-6 are Covenant.
Each side has 3 rich planets per player, connected with each other, but separated from the opposite faction. The only way to defeat your enemy is secure the Ark and send your fleets to their territory directly from it. From the Forerunner portal on faction's side, you have free route to any faction capital you wish.
On the Ark itself you may dig out a very powerful artifact, which shares it's traits with entire alliance of player who found it. Though, players can't build anything over the Ark. Only starbases and fleets.
INF-102, UNSC Admiral Kuznetsov (Addons make things better)
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