Hi, I've been modifiy the inner and outer build radius settings. Does anyone know how to change the radius on the tactical grid as well.. right now only the yellow build limits reflect the new values.
chris1727
Cykur - Each race will still have their repair cruisers to act as a sort of "Supply" ships for the fleet(s). But since they will be weaker and all but defenseless deep strikes into enemy territory will have to be carefully managed. Without the repair ships a fleet could be quickly whittled away by even existing planetary defenses.
#9 - Chaney08 Each unit is defined as using either civilian (logistical) or tactical slots for example: planetUpgradeSlotType "Civilian" planetUpgradeSlotCount 4.000000 I just re-purposed the existing two slot types, Logistical/Tactical, into Planetary - modules that affect only the planet, and Strategic - modules that have an "area" effect by changing the descriptions "english.str" file. then I reassigned the planetUpgradeSlotType for each mo
Questions for the day: Been playing around with adding a "Maintenance Cost" to the military structures and the best I've been able to come up with so far is a percentage reduction to resource output. So my thinking for the mod is to have every military structure cost 3-20% of resource output each for the planet they are located at. Not as happy as I would be w/ a fixed credit cost per structure but on the other hand should keep the player from building a heavily fortified *AND* econom
Has anyone sucessfully added a 3rd page of structure/unit buttons? Trying to add more and 9 causes a crash.. I modded the player file but UI graphics were messed up. Thanks Chris
I have absolutely no 3D modeling or texturing skills (which is why I write real-estate and mortgage software and don't have a job a Pixar). For starters I'm just re-purposing existing models (for example expect to see the Advent heavy ship-yard used for the Vasari supergate) until I see that the changes work well/make for a fun game. I'm hoping that there is enough interest to get a volunteer or two to create new models in the future.
Keep in mind the larger # of labs is for the large/huge maps. For small/mid they will either be left as is or increased by a much smaller amount.
First off, special thanks to Stardock and Ironclad for making such a great (and addictive) game. Also thanks go out to Uzii, xXAequitasXx , Skyline_HUN, and icedude94. Without their hard work and research I wouldn't know where to start. Since this is my first time to mod a game I thought I'd go for something a bit more on th
have the phase inhibitors block all jumping only if you have also have a phase inhibitor at the destination. this would allow for attacking forces to retreat but not keep jumping deeper into your territory. It would also make occupying territory mean something. Alternately create a new structure "phase gate" prevents jumping through a specific node heavy armor w/ just enough defenses to prevent someone from sending 1-3 light frigates around knocking them out.