Or kill them, yes :P
Annatar11
All the text from the game is neatly packed into the English.str file (located in the String folder in your install), so everything you'd need to translate is in there! It's not complicated at all, just open it with notepad :) The basic format of the file is: StringInfo ID Value ID is what the game uses to know what to display, the value is the actual text, and what you can change to whatever you like. Hope this helps!
You can with a very quick and easy mod, but by default the game randomly picks through 30 different AI names (10 per race).
Don't give yourself too much to worry about at once in your first few games :) Try a small map with an easy AI (you have the option to make pirates inactive also, they can be frustrating for new players), so you can get the hang of how the game plays ;)
I envy you, Thoth.
Okay: - Did you make sure that *all* the files from GameInfo are in your mod folder, not just the carrier entity, and - Did you make sure to keep the same number of decimal places when you changed the numbers? (This isn't confirmed to cause crashes, but just in case).
I'm not sure what you mean. The number of resource asteroids can't change. There is research to increase rate of extraction, later there's research to unlock orbital refineries that further help. Planets can also upgrade their logistics and tactical slots to be able to hold more of the corresponding structures in their grav wells, as well as giving you more constructors. Does either one of those hit the mark of what you were wondering about?
[quote]I'll be damned Annatar, you and I live in the same state! Where in MN are you at?[/quote] Wee thread slipped away from me :P Rochester!
[quote]You took my post at face value [/quote] That I did - just because most similar posts here are criticism and meant to be :P So I blame the forum conditioning! *nod* Brad did actually say in another thread that he was sending bits of code and suggestions to IC for the AI, so it sounds like it's more of a collaboration than a competition ;) I don't agree with the thread that you need 9 teamed AI to have a challenging game, but that's not really the discussion here,
It's a bug with 1.03 where your ships don't auto-attack pirate defenses.
No, that's not the reason. A game crash is usually the result of bad syntax, so you probably made a typo or didn't adjust a count somewhere, or something along those lines. What did your mod change?
Do you mean the Fleet Logistics research? That's for getting more ships and capital ships - you're limited to 75/100/125 fleet points depending on how you have your game options set (default is 100), and it goes up to 2000 with research.
They don't stack, as far as I know.
In SP, it's always a good idea to build a few scouts early and set them on auto-explore. I also build a capital ship factory and a crystal extractor first (since you start with 2 construction ships, these two will be built first), then the rest of the extractors. You generally want to expand quickly so that you have more resource income, just be sure to upgrade your colonies' infrastructure quickly, otherwise they are a money drain - so just make sure you don't over expand. Cry
Waiting for the screenshot :P
[quote]will there be animation or moving parts added to units? [/quote] They've answered this one back in beta as a no. It would require a redesign of the meshes, and at this point take too much time/resources for a minor benefit.
Yeah, I tried to write a "basic overview" tutorial. It got to 10+ pages in Word before I was even half done explaining what's in the GameInfo folder, after that I figured there's no way I can post this :P As Ditchdigger said, most of it is pretty self explanatory. The hardest thing to learn is how the files are related to each other (Ship.entity > English.str/Ability/Buff for example, or RESEARCHSUBJECT > English.str/Ship/Ability/Buff). But the stuff inside the files is named i
Are you asking how to take a screenshot? Print Screen in-game (if you're running Vista, there's a minor bug that may require you to re-bind the key to something else), the shots themselves show up in the user file path, Screenshots folder.
As nice as that is, Sorceress, you must also realize that Sins AI is also quite different from the GalCiv AI. Just as an example, there were no tactical battles in GalCiv 2, so there was no retreating either. Now imagine trying to make an AI know when to retreat and when not to in a way that makes sense, think of everything it needs to take into account, and then think of all the various player ideas on when it should or shouldn't retreat :P It's easy to say the AI isn't so goo
Well, now that you mention it!
Sounds like you didn't research higher fleet cap, which you can do through the Fleet Logistics research screen :)
Welcome :)
[quote]I still can't figure out how to build refineries though. [/quote] Sure, pick the one race that doesn't have refineries :) The Advent don't have a separate structure for it, they have research that stems off the Trade Port structure research, allowing it to switch mode from trade center to boosting the resource extraction rates of the mines in that grav well :) Glad you're enjoying the game! And don't be afraid to ask questions here :)
Download the new 1.03 reference data (should be in the Downloads section), that'll give you the text versions of the files. All the capital ships are named CAPITALSHIP_xxxxx.entity, like CAPITALSHIP_TECHCOLONY.entity for the Akkan, etc. All frigates/cruisers are named Frigatexxxxx.entity, like FrigateTechLight.entity for the Cobalt. Each of those has the prefersToFocusFire line that you just set to FALSE :)
Like Uzii said, there's no way to define what research techs a player starts with researched. What techs can be researched are in the playerrace.entity files, but there's no way to set techs as researched on game start.