SlugwormX

SlugwormX

Joined Member # 2153806
1 Posts 21 Replies 120 Reputation

Cannot say that I am finding the pirates at all that hard. One Orkulus starbase, 2x Weaps, 3xHull, 3 x Fighters (mix of all available) totally cream any pirate raid so far. The pirate threat is only at elevated and I own 3/4 of a sector (4 sector map, 10 players, 300 or so planets). Perhaps the calculations havn't kicked in yet... SlugwormX

847 Replies 2,494,615 Views

Hmm, I have changed this in almost every mod I have played and it has worked just fine, including the text. All I have done is edit the gameplay.constants file like you have said and then hover over a tech to see if it has changed. As long as the mod has been enabled, or you have altered the main gameplay file you should be right. Are you playing Entrenchment by any chance? If so have you altered the Entrenchment gameplay file, not the SoSE file? Just a suggestion.</

13 Replies 7,309 Views

Mansh00ter, Similar problem encountered in Mad Scientist mod. Finite errors and particle speed errors. Also got these as well. *** Pool's Allocated Space has been used up. new / delete is being used as a fallback. *** Warning: No skybox properties found for . *** Prim3D has run out of cache space for rectangles *** Hope this helps.

301 Replies 878,419 Views

Nope. Update: But after more jiggery pokery I adjusted nearPlacementDistOffset 0 farPlacementDistOffset 0 in the Gameply.Constants file. Viola! Obvious in hindsight... The above sets the distance from the inner circle and the distance from the hyperspaceExitRadius, as set in each planets .entity file. So if I wanted to place defence 5000m from the hyperspace exit points, I would enter 5000 in the farPlacementDistOffset. Simple really. Took

2 Replies 3,117 Views

Hi all, Just started messing with modding. I have just increased the graity well area, but how do I increase the build area for turrets, PJI's etc? I need them to be further out, cl;oser to the phase jump points. Many thanks, SlugwormX

2 Replies 3,117 Views