The Phase race has a research subject called "RESEARCHSUBJECT_POPULATIONGROWTHRATE" I would like to have that appear in the TECH window in the civilian-policy box. So I copy that file and renamed it "RESEARCHSUBJECT_POPULATIONGROWTHRATETECH" Then I change the rest of the new file to... TXT entityType "ResearchSubject" hudIcon "HUDICON_RESEARCHSUBJECT_POPULATIONGROWTHRATETECH" smallHudIcon "HUDICON_RESEARCHSUBJECT_POPULATIONGROWTHRATETECH" infoCardIcon
ken913
Sorry, I am playing entrenchment I should have specified that as some people arent yet. But if all you want to do is to add extra squadrons to your hangars for tech then all you have to do is change the command points for a given entity and not mess with anything else...Just seems from the title of your post that all you want are more squads for your hangars and if thats infact is all you want your doing way more work than is required. Since in "entrechment" you ca
In your game info folder should be these entity files. The number of squadrons for all entities in the game such as the percheon light carrier or the capital carriers for all races/ships are based off the term "command points" PLANETMODULE_TECHORBITALHANGARDEFENSE PLANETMODULE_PHASEORBITALHANGARDEFENSE PLANETMODULE_PSIORBITALHANGARDEFENSE In each file look for the following line of text near the bottom. I beleive the default is 2 or 3 I changed mine
I had 2 accounts on Eve, sold em both for $350 bucks each on ebay...that is before ebay yanked my listings for copyright violations, but hey, it worked and then after they pulled my auctions to late and sent me a notice about it the accounts had already been paypal'd and ebay refunded my listing fee's. :) after reading this...I'm glad I did Eve was boring to me same vanilla missions just different versions. AoC is gonna be out soon thats my next MMO
[quote]it would be nice if we actually made money making someone else's game better.[/quote] I agree, both Uzii and you have done ALOT for this game! As far as I am concerned Stardock and Ironclad should buy your mods and use them for an expansion or update, as those mods have GREATLY enhanced my enjoyment of this game. At release the game wasnt all that spectacular in terms of depth but now its far better!
Sorry for double post...forum LAG
CAN WE GET THIS THREAD STICKIED PLEASE!!!!!
Hello everyone. When I select unfair aggressive in setup. All the AI does is build a crap load of ships, and park them at a planet a few planets from their home, once i punch trough that..game over. to me that is NOT aggressive. they should be quickly colonizing planets and actively hunting me down once they find me they should be sending wave after wave of fun to try and take me out.....that to me is "Unfair Aggresive" right now it seems they are just doing "defensive" AI
[quote]Probably a typo related to the strings. Double check to make sure everything is using the proper case, and all the syntax is correct - that's the only reason it should minidump if you didn't change anything else.[/quote] Thanks a bunch! Thats what Uzii told me to in my PM, I am just trying to get a couple of opinions and if they concur the chances of that info being correct goes up dramaticly not that I dont have any confidence in either of you. so T
[quote]I've replied to your PM, but I'll say it here. You must put the research in the Player~~~.ENTITY files and make sure the blocks position isn't where a Vanilla research is.[/quote] Thanks Uzii, :P I replied and appreciate your help as well.
[quote]The pixelbox in the brush file is what image to use from the corresponding .tga files ( Buttons_Research_Disabled.tga, etc). Did you just add it, or what? Unless you actually added your own images to those tgas, defining a pixelbox isn't going to do anything and if you just point it to the middle of nowhere it'll just not show anything (because there's nothing to show )I wouldn't worry about the brushes for now. Just undo the changes, copy whatever template researchsubject you're using, a
hi, I know out there someone has made research abilities before. Right now I am just trying to get a button to show up on the research panel...it doesnt have to do anything right now I will worry about that later. I was going to try later to make it reduce the time it takes to travel from planet to planet and perhaps faster star/star and wormhole/wormhole. Please let me know what I am doing wrong, and if there are any other files I need to edit to make it appear. <
[quote]ResearchField "NonCombat"ResearchField "Combat"[/quote] Thanks for the info.. I'll add you to the list of credits in the release. :)
[quote]It's actually pretty simple to do that. Each research subject entity file contains a few lines for its position. The research screen is split into 3 blocks, so it has a line for which block it belongs to, and then the column/row in the block. So block 0 and [0,0] would be on the very top left Like yesterday, I don't have an actual file in front of me, but it shouldn't be hard to find EDIT: Sucked it up and downloaded the reference files to my work pc, here's what you're looking for:resear
Hey all On the maps I made, the phase lanes are really long at stock speeds it can take 10 minutes or more to get to a planet which is my intended outcome. I mean in real life planets just in our solar system take years to get to. To get to another planet in the MilkyWay galaxy could take Millions of light years...just seems lame to be getting to a planet in like 15 seconds. We already have the wormhole/star ability research option for fast gal
If I modify the gameplay.constants file that will affect, all players in the game including the AI which is something I am trying to avoid. Unless I manually went in to all the other races and say made it very cheap and fast to build/access all ships/modules/research.
[quote]Tiers are set at 8 as far as I can tell.You can change the number of labs required to research a tier via tierLabCount-x as shown above.Using the "Tier X" statement, you can change the tier of a specific research subject, which uses the tierlabcount to determine how many labs are required.You could set all fleet research to tier 8 for example, meaning nobody does fleet research early.You could also force multiple iterations of each level, or high prices, as other methods to slow it down.I
Ok even if it dont work out, thank you for the response. Heck I got the tech orbital cannon to not only hit planet/population but also every ship and module in the gravity well. this shouldnt be harder than that was. :P
[quote]Did you go into gameplay.constants and update the tier progression?[/quote] Just like below now when i enter 20 it says i need 0 tierLabCount-0 1 tierLabCount-1 2 tierLabCount-2 3 tierLabCount-3 4 tierLabCount-4 5 tierLabCount-5 6 tierLabCount-6 7 tierLabCount-7 8 tierLabCount-8 9 tierLabCount-9 10 tierLabCount-10 11 tierLabCount-11 12 tierLabCount-12 13 tierLabCou
[quote]I don't think 8 of each kind is doable. 16 of one should be. The correct line for # of labs is the Tier level of the RESEARCHSUBJECT entity (not at home, so don't remember the exact syntax). However, I believe gameplay.constants also defines tier numbers to number of labs, so you'd have to go and add tiers up to 16.Awesome I remember that line thats the ticket thanks for the helpKen[/quote] Humm well it changed it all right, I changed it from 7 to 16 and loaded the game it said i
[quote]I don't think 8 of each kind is doable. 16 of one should be. The correct line for # of labs is the Tier level of the RESEARCHSUBJECT entity (not at home, so don't remember the exact syntax). However, I believe gameplay.constants also defines tier numbers to number of labs, so you'd have to go and add tiers up to 16.[/quote] Awesome I remember that line thats the ticket thanks for the help Ken
I can find where to change the number of times you can research a subject, the cost, the per level cost and the prereq's for the previous version. for example you have to have all level of level 1 metal extraction increase to start on the second level. but I cannot find where the IDS file references the number of stations required....any help For example I am increasing the number and cost of the last level of command points...it says I need 8 of any station, I can pile tha
Ok mate, Ill try it out, thanks for the help. My mod also incorporates your wonderful mod v1.3a If I get it to fly I'll be giving you credit for sure.
[quote]Can you also put in the Ability file please, couple of things I want to check.[/quote] [U][I][B]FILE: "AbilityTechOrbitalCannon.entity"[/B][/I][/U] TXT entityType "Ability" buffInstantActionType "ApplyTargettedBuffToSelfNoRange" instantActionTriggerType "AlwaysPerform" buffType "BuffTechOrbitalCannon" targetFilter numOwnerships 1 ownership "Enemy" numObjects 1 object "Planet" numConstraints 1 constraint "IsExplored" effectInfo<
Update to my help request Hey all, OK HERE IS WHERE I NEED THE HELP, WITH THE CURRENT SYNTAX BELOW I CAN RESEARCH THE CANNON, BUILD THE CANNON, TARGET THE DESIRED PLANET, THE CANNON FIRES AND I SEE THE MISSILE GOING BUT WHEN IT HITS THE TARGET THE GAME CRASHES. This is a big inprovement so far, before the game wouldnt even load :P Below are all the files involved in the process, from top down in line with the game usage, if you can see my error I wou