I think we don't have the tools to do that yet. Even if you put level as true, you need to define the experience needed for each level and this seems to be coded only for capital ship in the gameplay.entity file.
Nihilaa
yes I tried it with the cruiser type frigate and it was spilling over the next row. My guess is that IC opened 2 rows for frigate because they had 6 light frigates but created only 1 row for cap and fighter because they didn't needed more. On the player.entity there are interesting lines. Answer is probably in those management files UserActionIconOpenModulePage0 "ACTIONICON_PLANET_OPENPLANETMODULEMANAGEMENT_ORBIT0" UserActionIconOpenModulePage1 "ACTIONICON_PLANET_OPENPLANETMODULEMA
Or use one of the slow mod in the download section
you can also edit some of the diplomacy mechanics in the gameplay.entity files. Look for those lines playerDiplomacyAIDef offerOrAcceptTreatyHappinessThreshold:Trade 0.25 offerOrAcceptTreatyHappinessThreshold:ExternalVision 0.80 offerOrAcceptTreatyHappinessThreshold:InternalVision 0.95 offerOrAcceptTreatyHappinessThreshold:CeaseFire .50 offerOrAcceptTreatyHappinessThreshold:PeaceTreaty .90 breakTreatyHappinessThreshold:Trade 0.10 breakT
What would be relly cool is too simulate the rebels\empire the way it was instead of making a nearly blue vs red type of game alla EAW. Empire advantages: More supply. Starting with wealthy core worlds. Powerfull ship out of the box, ability to instill fear(culture repel, allegiance mod) to system containing large navy and via laws. Rebellion: ability to hit and run, Ability to rally people to the cause(via fleet beacon and rebellion ability) ability to level all
Nah, more powerfull mod tools would be
Yeah I have an audigy 2 and while the sounds is all clear for the intro, it become a real mess after starting the game engine :( .
i was able to add other ship type without any modification to string as well as being able to put my own cap ship aslong as they are the first 5 line in the player entity
well I am not that sure about the UI because you don't have that problem when we are adding more then 5 frigate or cruiser. Seems like something is messed up with the capship
Anyone made it at creating more then 5 cap ships?
[quote]err games can take up to months to finish.. do u want a game to take years to finish. it just surprises me that people could want a slower game when sins is already incredibly slow.. you know what, i think ur one crazy bastard. and i dont mean that as a major insult or anything. [/quote] Not a slower game but bring mechanics in the line with larger map. Right now diplomacy for exemple don't work at all.Even on the slowest, research is still way too fast compare to the g
Would love to see a 4x EvE game though...
Corrected some errors and tweaked all the game speed and research options Look for v1.01
Bah it seems like some part of the file was corrupted or something because with another mod i created to test it, the scalar now works fine
I edited the research all base time, for some reason, it seem like most of the gameplay bottom lines doesn't work. Ill try another copy of the entity just to check it out
Not sure but seeme like the line for the black market don't work either. I changed the value of the no activity market to 120 sec and the market still start to decay after about 20 sec.Does the engine take this info from elsewhere?
Here is what I did so far to slow down the game and make it better for larger map Large map mod v 1.00 Slightly lessen the alligance lost due to distance from the capital Cut income and extraction by around 50% Defense cannon now at double range and double damage PJI 100% increase in efficiency Lessen the diplomatic penalty for not completing quest, more time to complete the quest and more time between quest request. More time between Pirate raid but raids w
supplies control the number of ship and weight, the likehood of the ship type
[quote] Yeah I tried that already and doesn't seem to work for my games, other stuff on that file work though so its kinda weird. How it work id that at 0.0 its the base value and -1.0 mean double the time, -2.0 triple the base time. Right now its set to -1.0 for fast -2.0 for med and -3.0 for slow and it doesnt change anything. Guess ill edit base time untill someone figure it out did you select the correct gamespeed when you started the game? for instanc
have you changed the maxslot on the gameplayconstant file?
Yeah I tried that already and doesn't seem to work for my games, other stuff on that file work though so its kinda weird. How it work id that at 0.0 its the base value and -1.0 mean double the time, -2.0 triple the base time. Right now its set to -1.0 for fast -2.0 for med and -3.0 for slow and it doesnt change anything. Guess ill edit base time untill someone figure it out
As I said, I did it and it worked for the other value(like the pirate raid timer) in that file but doesn't seem to work for the game speed and research speed options.
I would like to slow down the research aspect of the game aswell as the income for the larger maps and wile i know i could edit every research, i would prefere just to play with the game speed and reseach seed options that are in the gameplay entity file. The problem is that changing the value of the appropriate lines doesn't seem to provide any results.Before you ask about the validity of my file, I have change other value in that same file including the number of building to get acces
Give us more time to do diplomatic mission especially on larger map. Give us a research time multiplier option at the start of the game (instead of "normal" "slow" "fast" something like 1X base time 5X base time 100X base time or 0.5X base time for faster gameplay)