Pithlit

Pithlit

Joined Member # 2473694
28 Posts 136 Replies 506 Reputation

The file you are looking for is in the GameInfo Folder and called "Gameplay.constants" Open with a texteditor (windows built in is fine) 3rd line designates the max supply availiable Change as you like ... Profit! If you mean instead how much supply each ship takes, there is an entry in each ships *.entity file, called [b]slotCount 8[/b] The number says how much supply the ship will cost.

24 Replies 20,622 Views

Well, i have made my way into the deep depths of the gamefiles, snooping around for interesting stuff, so i´d be ready to mod the game full scale when its out. I really like the easy way you can change values and stuff in the game (although some files are a bit unstructured ) So i have thrown together a little mod, that i hope you can enjoy. I have made a few testruns against the Ai and everything seems stable and nice But i

24 Replies 20,622 Views

While browsing through the files i found this for the Tec Battleship (Kol) Autocannons [quote] DamagePerBank:FRONT 27.000000 DamagePerBank:BACK 49.500000 DamagePerBank:LEFT 49.500000 DamagePerBank:RIGHT 27.000000[/quote] i guess left and right should be the same aswell as front and back.

579 Replies 352,834 Views

[quote] Unfortunately, the diversity so far is Warcraft 2 level, at best. Identical Units, slightly different abilities. That was fine ten years ago, but it's completely bad and boring for the 21st Century. [/quote] 2nd that!

579 Replies 352,834 Views

its only a factor of 1000, thats like the difference between a normal microscope and an electron microscope. So it could be doable by technology ^^ While normal planets are more like factor 1.000.000 which is wayy more I thought it would be more than 1000, damn those gas giants are huge!

31 Replies 9,689 Views

[quote] there is that slight issue of genocide... [/quote] how sinister

17 Replies 33,737 Views

mhh, i also had a lot of games where my capitol started directly next to the sun :/ Thats bad i tell you , preferrably i would at least have one planet at all times between my capitol and the sun (set like the asteorid that is always behind your home planet. that is even worse as enemy forces can come much quicker into my home system. If the gas giant travel is restricted to a high tech level (like 9 stations) you at least h

31 Replies 9,689 Views

I had an idea: Currently you can only jump from one star to another the the suns gravwell. Especially with a whole system in a players hand this is an incredibly awkward chokepoint for others to invade (not to meantion that with the culture its very hard to get a foothold. If we had multiple nodes to enter a system we had more chances to raid the enemy or enter the system. My suggestion is that gas giants which are neutral territory aswell could be entry points for incoming flee

31 Replies 9,689 Views

I encountered a bug with the vasari today, dunno if this happens with tec aswell: I had ordered about 200 scouts with one shipyard. Then i build a second shipyard, but all ships came out of the first one (2nd had animation but they popped out of the first) Then i built a 3rd yard and those ships came out of the 2nd. (so 2 ships at a time out of the first, one out of the second and none out of the last) Each shipyard should spawn the ships it finishes! [quote]<b

269 Replies 206,679 Views

[quote] (this mechanism already exists since ships fly much slower through solar grav wells). [/quote] I think that effect is actually a bug, as it only occurs if you send you ships across the sun, if you keep then on a tangent course they seem to move just fine. At least it seems that way to me

14 Replies 5,192 Views

I was thinking about this for a bit and i find it a bit weird that the empty gravwells (asteorid belt and the nebulas) have such a big gravwell. There is really nothing there to create it. I know that they are there as neutral grounds, but without a celestial body in the middle there is so much space. I think they have the same sized gravwell as a normal asteorid but without the empty center zone. That way there is quite a bit more room than in those. I would suggest to redu

14 Replies 5,192 Views

I have noticed that some of the vasair capships are using some other animation for their phase missile. I have noticed that first with the carrier, but i thing the marauder uses them aswell. The problem with these is that they don´t look nice and blue like the battleships or the dreads missiles but red and with barely any exhaust trail. Often i don´t even see if they are firing (or at what target they are firing), only if i zoom in really close. It would be nice if they´d us

4 Replies 2,517 Views

The top one indeed looks much better ^^ And that is the bottom side? i would´ve never noticed. Good job spotting that, lets flip that ship

18 Replies 7,310 Views

Games that apply an infite res model usually don´t let you hoard infinite amounts of these res. Actually they enforce a quite rigorous cap that you can expand by spending res. That way even with an overflowing economy you can´t save up forever, but after some time you reached a maximum and the rest just goes to waste if you don´t spend it. With a cap on maximal hoarded res the problematic with infinite reswells doesn´t exist. i think with sins in lategame its the proble

105 Replies 82,799 Views

I have to say i also liked the [U]finite[/U] metal/mineral model more than the current infinite, as it gave the players more options. they could either develop to refineries and keep their income rather stable when res ran out (although i have to say aswell that refineries are a bit to weak for that right now) or go for a fast and quick approach and try to win before their economy collapses. I agree that mining techs are now more worth it than before, but i guess they could also be adap

105 Replies 82,799 Views

I encountered a small bug: I had built a vasari overseer and was experimenting with its slow phase ability. When an enemy fleet jumped in i activated it and they dropped out of phase space half way there. They then crawled towards the gravwell in sublight Interestingly they were counted as units of the arriving gravwell, as my units left the gravwell to chase them down. Didn´t reproduce that error, yet as it would´ve taken ages to get my ships back :/

579 Replies 352,834 Views

It would be really nice if you could set waypoints for your phasegates so that when they use the returning armada ability, the summoned ships go to that point (or are added to a fleet or whatever. As the ships currently even go over your supply maximum its really bad to search for the little bits of fleets that sometimes appear.

2 Replies 1,931 Views

Sorry, but gold has only something to do with numbers sold/preordered in the music buisness, with videogames the gold status marks the point where the programming is complete and the game is theoretically ready for release: http://en.wikipedia.org/wiki/Release_to_manufacturing#Gold.2Fgeneral_availability_release http://en.wikipedia.org/wiki/Game_development#Completion have fun

98 Replies 135,522 Views

We didn´t have that much time and just simply pitted Kols against a fleet of torpedo frigs. As we were in this exercise only testing how the phase tech influences the damage done we didn´t use any of the Kols abilities (as it would add more random factors to the thing). With the 6 phase techs researched (30% pass through) when the Kols shields broke down its HP was down by about 15% (numarically it should´ve been down by 20%, the 5% were repaired by the regen rate of the hull (The k

40 Replies 11,669 Views

[quote] 4 months is to few time for new models? You guys don't seem to realize that this game pretty much needs to be done by the beginning of December. There's not 94 days of development time left, there's less than 30. [/quote] Doesnt a game usually go gold only a few weeks before the release date? and not 3 months before?

98 Replies 135,522 Views

OK Guys listen up: We did a lab and the results are in: With phase missiles researched the ships actually take longer to destroy something that has shields. As suspected missiles that pass the shields don´t damage them, effectively splitting up the damage between hull and shields. The longer time comes from the fact that the ship can use both its repair factors (hull and shield) from the beginning of the battle. Even with lower shield mitigation through passing missiles this

40 Replies 11,669 Views