boeduur

boeduur

Joined Member # 2923276
7 Posts 22 Replies 182 Reputation

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

12 Replies 9,046 Views

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

12 Replies 9,046 Views

[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

134 Replies 624,796 Views

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? <

12 Replies 9,046 Views

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

1 Replies 1,337 Views

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

4 Replies 1,368 Views

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.

1 Replies 1,311 Views

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?

3 Replies 2,367 Views

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...

1 Replies 752 Views

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.

2 Replies 1,202 Views

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

827 Replies 2,305,124 Views