on the Eclipse page, i see this as an explanation of the call functions: numPeriodicActions: Iteration periodicAction actionCountType : Condition <st
boeduur
Sadly, I already had it set to persistent, but I appreciate the suggestion.
ok, figured out the invasion thing. just gotta get the coding right. got the abilities to work, thanks to your assistance, but now im running into a weird thing. when i save, and reload the game, on the reload the particle effect is gone. i imagine because the ability already fired, the buff was applied, but sins didnt feel the need to re-up the fx. anyone know a work around on this? part of it could be that i had to put a stackLimit 1 on the buff
Wow, that sounds complicated. Looking at it more thoroughly, thanks to GoaFan's recommendation, I will be going the Ability route. Should be sufficient for my needs. Final (haha) question for you all. Is there a way to trigger such an ability (as adds a visual effect), when an invasion begins on that planet? Like an "OnInvasion" command? Thanks again! -Boe
[EDITED FOR BETTER QUESTION] So, ive figured out how to apply my oarticle to a planet via a buff/ability. Woo. Problem is, its rendered in game FAR brighter than in PF. I tried changing the particle from Additive to NotAdditive for the background light, but then its wayyy dimmer (and jerky, for some reason). Is there a setting that i can use to leave them Additive, but reduce the render brightness? Thanks! -Boe
Ok, fair enough. And, thanks for responding. Perhaps you can help me with another question. I have a particle designed, in PF, and I now want to apply it to planet graphics. How do I do that? Thanks! -Boe
Hi all, Looking to make a ui mod, and am having a hard time finding which files control the specific elements I want to touch. I'm guessing they are brush files, but can't figure out which ones. A couple questions for you all, hoping that someone has found these: A ) What file controls the planet boundary image? The thin band around the gravity well. B ) What file controls the phase lane image? <
crash log as follows: DebugMessage: Version 0.804 last updated on: Fri Jun 25 14:16:22 2010 DebugMessage: Entering WinMain DebugMessage: ******* Starting Game Shell ******* DebugMessage: *********DXDiag info follows.********* System Info Time: 6/28/2010, 12:39:51 DirectX Version: DirectX 11 Machine Name: PHOENIX Operating System: Windows 7 Home Premium 64-bit (6.1, Build 7600) (7600.win7_gdr.100226-1909) Languages: E
was here posting a bug report, and when i clicked the E icon in my taskbar, i got a "DX Error: Invalid Call" msg, and the game crashed out. repeatable.
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anyone know if there is an xml file (and how to edit it) to circumvent this issue until devs release a patch to address? driving me nuts!
Had a similar problem. Population never decreased, but it stopped going up as well. So, all my cities were stuck on village size. Screenshot included doesn't illustrate too much, except that I've researched the hell outta Farming Bonuses, its many turns in, and my Capital still is only a village. Also, on a hunch, I tried founding another city near another farming bonus. That brought me up to a total of 2 farming locations. This didn't affect growth at all. <img
title explains it, really. sometimes you accidentally click, or think better of, building a city somewhere, and it would be nice to cancel the order when the naming dialogue appears.
anyone else experiencing this? i have a picture, but no place to upload it to. but, basically, wherever the borders of my cities lie, it stops displaying trees at that location. seems like the border line should be an overlay, not a "terrain-tile", if you will, of its own.
i too encountered this on my first play though, but i thought that it was due to having set the game to run in Windowed Mode, and the game switching its display. mayhaps not, ill see if i can reproduce it myself in the same fashion as that time.
thanks for the info Kryo!
subject says it all. i dont know if this is a bug, or something that just hasn't been implemented yet. i took a look at the beta release schedule, and similar pages, and didnt see anything about it being "in development", which leads me to believe its a bug. anyone else experiencing this?
i was able to create and update after that point. what i wasnt getting was any change in the graphics of the unit. i know its beta, and the graphics arent fully implemented, but it seems like it was trying to change it, and my card couldnt quite handle it. a slight color change to the uniform would occur...
maybe its just my graphic settings, but i havent noticed any differentiation in terrain except for water/land. im guessing thats why im always getting the message that im trying to build in a location that isnt right, environmentally, for my race. wish i could tell, in that case, what the terrains are.
i had this problem with both farms and mines. cancelled the construction, but left the tile open. still wouldnt let me build when i came back to it later.
had the same issue. at first i thought it was maybe because i only had one tile available on which to built. later, i realized it happened under any circumstance.
all units avoid
Heh, alright then, I guess I'll just have to be patient [e digicons]:'([/e] Thanks tho, guys! Lookin' forward to subsequent releases!
Pure curiosity, has anyone tried activating this mod contiguously with another? Does it work if placed above or below another? I loooooove me some BfG, but I hate to just see Imperials volleying at each other.
The Imperials do seem to have a powerful edge over the Rebs. I've been playing Imps since the day of this mod's release, and last night I tried the Rebs. Fleets and stations of comparable sizes: Rebs were unable to take out a station without heavy loses, whereas the Imps did just fine. Also, it seems like the crew requirements of Reb ships are inordinately higher than Imps. Was this intentional? In anycase, Jason, thanks for making a great mod! I'm looki