*cries* Magic Eight Ball says: Not possible.
Vandenburg
It looks like it will be more like some custom scenarios. But it would be nice to add a function for modders to create a campaign. *wink* It looks like the tutorials (and possible scenarios that use similar functions) are hard coded into the .exe. Would it be possible to make them available for modders? So we could make much better single player scenarios. <img src="http:
It won't be released for awhile - try and beat us to it Argh. It's painful enough to make fitting planet textures and changing .particle files already. And that are minor issues. Now I don't want to mess with meshes too.
The time to go to warp should be a simple text entry in one of the entity files. baseHyperspaceChargeUpTime 7.000000 in the file PlayerTech.entity . Happy modding.
I thought there was an entry for this. Check Gameplay.constants for the following section: Ah. I suck. I almost know the files by heart now, but must have totally overlooked that one. It works. That's why I requested the merging of the research data. Prohibits me from such mistakes. <img src="http://images.stardock.co
A cap of 2000 is... a Large Number of Ships It's the fleet supply cap. So with a diverse fleet that would be probably around 150-300 ships. That's not really a lot. I've played games against the AI on custom maps with modded settings where I had fleets with thousands of ships. Only problem is, it totally screws up pathfinding, formations and phase jumping. <img src="http://images.stardock.com/gc2/T_DL/smiles/Sad.gif" border=0 align="a
The problem is, if you make the combat AI too "smart" and allow it to around your defenses, then what's the point of even having them? The point of defenses are not to shred attackers so you don't need to invest in a fleet. The point of defenses is to slow down attackers until a relieve fleet arrives and then to help the defending fleets. Also you can already do that when you micromanage your fleets. But the devs stated repeatedly that they don'
numResearchFields exceeds the maximum allowed. 4 requested but only 3 allowed. If a larger number is needed bug a programmer! Nice error message. So, whom do I have to bug? ------ Currently we have research definitions in the PlayerRacename.entity files, in the Gameplay.constants file and in the RESEARCHSUBJECT_RESEARCHNAME.entity files.
But it wasn't random prior to the last two beta 3 updates? That or I just got lucky and never experienced it. You were lucky.
Anyway, I don't like the idea of pirates having capital ships. Pirates are known for their hide and sneak attacks, not for building huge armies of huge ships Imho pirates should be renamed to mercenaries. Would fit their current role much better. From what I have seen their forces are already very strong and people give bunties just for the pirates Well, if you have a couple of guass cannons and repair s
Maybe the pirate AI should become larger based off of the intended target. early in the game would be small size.. by later game become a huge fleet. Already happens. Although imho they could get a capital ship or two later in the game. Let's say a lvl 5 Kol, or so. <
just a little more work a little = a lot
Which I'm sure neither of the powers gave them. Well, actually the BRD got military support by the USA while the DDR got military support by the Sovjet Union. Hacking into every system connected to the outside is possible (and has been done to almost all systems). That's why you have physical backups, one-way connected systems, closed systems, etc. Hacking is always possible, but restoring old data is very easy if one is prepared.
nope, thats definately cocaine. Nope, coke has a different effect. You don't really see things that aren't there under it's influence. It's either pot, LSD or something similar. -------- I have something similar with my keyboard, that after pressing some key combination it screws up the layout. Since it's a key combination very similar to something I often use in Sins, it happens every once in a while to me. Could it be something like t
So it's FUBAR'ed since the update? I didn't have this issue prior to the last two Beta 3 updates. Nope. It's random since we were able to make custom .galaxy files.
kosc had the same problem Everyone has the same problem. PlayerId allocation seems to be very arbitrary.
Why don't they just make a demo for the public? I'm not pre-ordering the game and pay 50 dollars just to see what the game is like, I'm just saying if these guys want more people to pre-order they should give out a free public version of the beta, most people probably want to check out this game and don't want to buy the game... Atleast not yet anyway... I'm just saying, they'll get more people if they make a public demo. Do you know the definition of be
LRM has armor type light . Fighters have attack type antilight making 1.5 times the damage to light armor, while flaks have attack type antiverylight making normal damage against light armor. So yes, fighters are very good against LRMs while flaks just do normal damage.
rgr that! Luv you!
Also please exclude them from the planet's ship overview when zoomed out. It just makes it impossible to see where you have ships and where not, since you have to hover over every pip icon to see what's there.
Anyone know how armor works? Yep now I do. Although I don't know the formula they use. The following is a graph that shows how much damage is avoided through armor. I've tested several values and are quite certain that's right. <img src="http://img164.imageshack.us/im
The current ones are useful enough, it's just that most people don't bother skipping planets to get to a juicier target, AI especially. It's quite useful in multi player. And yes, after some playing I have to say: I like the current behavior.
Can anyone give me numbers on the number-less projects like improved civic design / arid colonies / ice colonies? Numberless? They're defined in the planets filed itself. Each gives a bonus of 7.5% to population.
I still get weird bloom issues in beta 3. I've a an Ati Radeon 9800 Pro with 256 Mb of video RAM. Drivers are version 8.411.0.0 (the newest I'm able to download). The cutting in the lower left is not a bug. Haven't finished the texture yet. The bloom also happens in the unmodded game. <img src="http://img524.imag
I must be crazy or something but I can't get it to work. I put the file in the correct spot. I am assuming I need to go into the game and then where do I load up the replay? start sins -> load game -> load replay iirc