Zelfster

Zelfster

Joined Member # 2411077
3 Posts 22 Replies 222 Reputation

I like it, Sins combat is extremely boring and long to me, I'm so used to the quickness of Starcraft and the fun of Company of Heroes. I can't play Sins anymore till I find a decent mod of people changing around the combat to make it faster. This though is one thing that would get me back into playing Sins, granted it doesn't speed up combat as these effects wouldn't happen till ships are almost dead anyway. But it does add something to the bland combat that I would definitely start

56 Replies 43,191 Views

I agree on lowering the Trade income bonus on Urban planets. Whenever I get an Urban planet I build about 10 Trade Ports and like 8 Hangar Defenses and 2 Repair Hangars lol. That planet is nicely defended until I can get a fleet over there if someone attacks. But besides that, I think it comes out to around like 35 credits/sec just from Trade Ports alone, on one single planet. So definitely, 50% or 75% would be better, although I do love the 100%. =D

1,334 Replies 3,497,161 Views

Is there still a chance they can't be there when colonized Uzii? Cause my friend I was playing with, both his Toxic planets were clean after colonization.

1,334 Replies 3,497,161 Views

[quote]As for the Deadly Secret, yes, it is a bit of a bugger, but I think it is the only negative effect you can get through exploration, and it is pretty rare. Most of the negative effects you get when you colonise or discover a planet.[/quote] Not entirely accurate. :) Can't remember which planet it was, but through exploration I got Diseased Planet and Foul Smell, I was very sad with my horrible luck on that one. I think it was stuck at 0 population, even with upgrades. It may ha

1,334 Replies 3,497,161 Views

Love BSG and my birthday is April 4th, so that shall be a great day. Can't wait. I was starting to make a BSG campaign-ish type map. You'd start at Caprica and have a small fleet and a big fleet of Cylons also spawns at Caprica, so you run off and try to find the Sol System and find Earth, and when you do you would gain it as yours. Then start to build up a force and make your way back to the 12 colonies system and retake all the colonies from the Cylons hehe. But as you can see a l

12 Replies 4,715 Views

Heh, sorry for answering some of these questions for you. What can I say I'm bored. :D EDIT: I would imagine it's not. Thought I'd just toss the idea out there though, who knows right?. :)

1,334 Replies 3,497,161 Views

[quote]@ Zelfster:Try using a cap's abilities in a magnetic cloud[/quote] I can figure out how to get Magnetic Clouds to have passive abilities. It's just the idea of being able to semi-colonize a Magnetic Cloud with Space Stations that I can't figure out hehe.

1,334 Replies 3,497,161 Views

[quote]uzii, this is the best mod i have seen for this game- it is truly beautiful and worth the work i had to put into it to figure out how to get it to workone question though(i refuse to say last question..) is there supposed to be a huge number of rebels around urban planets? (it might just be the random map, i do not know if it controls rebels)also does html work on these forums?[/quote] I think it is supposed to be that way, I've had 3 maps so far where each Urban planet is heavil

1,334 Replies 3,497,161 Views

Here's a suggestion that goes along with this mod I suppose... Magnetic Clouds and Plasma Storms, I noticed Plasma Storms make it so you can't launch fighters, so that works heh. I haven't noticed anything bad for Magnetic Clouds, but maybe you can add in stuff like that. Say for Magnetic Clouds it decreases accuracy, or maybe asteroid belts slow ship speed as there is extra maneuvering you'd be doing. I guess no one ever really likes having disadvantages but for some odd reas

1,334 Replies 3,497,161 Views

I just noticed that file would not work, unless you changed around that artifact. Since I don't think you can really add a new artifact with the limited space that there is in the artifact tab. But yeah that file sets where you want the artifact pic to show up as well, so not positive if you could get it to work with that, can't figure out how an artifact gets that icon and bonus on a planet it's discovered at. Seems you have to go with ability/buff somewhat inline with your NavalBase

1,334 Replies 3,497,161 Views

For increasing research speed or decreasing research time, however you look at it. =P You should take a look at RESEARCHSUBJECT_ARTIFACT_RESEARCHARCHIVE.entity in the GameInfo folder. [HR] researchModifier modifierType "ResearchCostAdjustment" baseValue 0.000000 perLevelValue -0.250000 [HR] I know it's a lot of guess work but maybe you can change the modifierType to "ResearchSpeedAdjustment" or "ResearchTimeAdjustment" I'll do some quick modding

1,334 Replies 3,497,161 Views

[quote]Had a thought on a new planet type (or maybe just bonus) just now...Relic World was the best name I could put on it. Could be a holy site for some forgotten (or not) empire, or dotted with ruins of an ancient civilization, etc. Not quite sure what the differences would be, but it might be cool. (Sorry if someone brought this up, but I don't have time to check the thread until later. )[/quote] That would be cool... maybe make it come with an artifact? :D As for bonuses maybe...

1,334 Replies 3,497,161 Views

[quote]does this work with the random maps already included in the map selection (you know not the ones you make with the in game map maker but the small/medium/large/giantic/ random maps you can select from the map lists? like does it automatically include the 8 new planets in the pool or not?looks good though![/quote] Yep, it does.

1,334 Replies 3,497,161 Views

Yeah, I haven't been home to download 1.2a yet, but with that little fix I made last night I should have still had the chance to run into one, just never did. And as I can see you want me to discover its bonus for myself. :D But I can definitely see how some planets will be used for certain roles, like the Industrial planet I would just put all frigate factories on it so I can quickly build up a fleet there or reinforce a fleet. So... I am quite enjoying the new immersion these plan

1,334 Replies 3,497,161 Views

I had yet to encounter a Paradise planet last night... stinkin' bad luck lol. Anyway, I have a question about it. Its stats are quite low so I'm guessing it comes with some trade income bonus, yes? Sort of like Forest planets (which I definitely like how you made come with that Valuable Timber bonus right off the bat.) So, possibly similar to an Urban planet and Pirate base, you'll be building lots of trade stations at it? When I get home I was gonna look through the files to see

1,334 Replies 3,497,161 Views

To somewhat patch Uzii's new update, go to his... GameInfo folder, then open up GalaxyScenarioDef.galaxyScenarioDef Find the lines... [HR] planetType designName "WeightedNonIce" designStringId "IDSGalaxyScenarioTypePlanetWeightedNonIce" orbitBodyTypeCount 20 [HR] You'll see a bunch of planets listed under orbitBodyTypeCount. Add in... Don't forget to increase orbitBodyTypeCount by 4. [HR] orbitBodyType "Industrial"

1,334 Replies 3,497,161 Views

Was looking around to see why I wasn't getting the new planets either. Seems they weren't added to a few sections in the GalaxyScenarioDef.galaxyScenarioDef file.

1,334 Replies 3,497,161 Views

This is one thing I've been wanting to do for campaign type maps, increase capital ship max level for higher level skills. At work so can't help out, but hope you figure out how.

21 Replies 15,978 Views

PlanetBonusSpacePony.entity has become corrupted and unreadable, as far as I know all I did was shut the game down. But anyway, I can't delete it. I've tried deleting though cmd as well, it still errors out and tells me to run ChkDsk. When I do it freezes on stage 2 where it checks indexes. I don't want to reformat so, is their any data recovery software out there that might be able to recover this file, so I can delete it and get the game reinstalled?

0 Replies 1,266 Views

Gotta love Halo. =D The mod works so I don't intend to update it, if anyone feels the need to expand upon it, feel free. I just used the Novalith Cannon for the model, didn't fool around too much with turning speed or the projectile. Also only made it for the TEC race heh. Basically, in tier 5 you can research to gain access to the MAC (Mass Accelerator Cannon) Gun. It definitely helps out with defense. Does 200 damage with a cooldown of 8 secs. Costs

7 Replies 6,052 Views

Figured out what was wrong, for the NameStringID and DescriptionStringID I was putting in my own text, when I needed to create it in the English.str and use that ID instead of custom text in those 2 fields.

2 Replies 3,096 Views

So, I'm adding in a new defense module... I think I've edited all the necessary files. I can get the unit placed in the Tactical menu, shows the correct icon but once I hover over it it doesn't display the infocard and crashes the game. New to the modding scene, but no stranger to coding. (Though not that great). =P Here's the files I've edited, am I missing any files? Created a new file PLANETMODULE_TECHORBITALGUNDEFENSE.entity, copied from PLANETMODULE_TECHORBITALGAUS

2 Replies 3,096 Views