[quote] hm... no, because then a maxed out capship could "train" weeker ones, think about what would happen if you had 2 or 3 in a group with one other level 1? [/quote] If they already maxed out, I don't see a reason they should gain useless XP. I suppose you could negate the risk by sending in a couple max capital ships, but if I had a bunch of max caps I'd use them for faster ventures like attacking an enemy planet. You could
hydrocarbn
Confirming this too. I thought it was some crazy gameplay mechanic, like you'd lose track of fleets by sensor range if they were between systems. They warp out, and poof they're gone, but their selection boxes are intact and you can see the trails. You can also follow them as usual by double-clicking.
In EaW you'd place hardpoints as bones, which covered weapons and attachment points for bridges and such. So these emitters are essentially those, serving both as weapon hardpoints and particle effects (ala the engine trails)? If this is a stupid question, sorry, I haven't got much into the modeling stuff yet, and I'm asking for a mod team buddy of mine. [quote]The only file formats we truly need are .3ds, or .obj, because they are pretty much universal, and can easily be conve
[quote] Useless, more cost effective to build it in the desert absolutely not. [/quote] Umm, I'm pretty sure sending up equipment using even Soviet-era delivery platforms is well into the billion-dollar range, when giant expanses of otherwise useless and cheap land is sitting out there not being used and easily accessible by air or sometimes land. Oh, and the Chinese are not going to plink at satellite
[quote] In another popular thread here, it was pointed out that the max count is easily modded in the gameplayconstants file. Full instructions are included but it's really nothing more than opening it with notepad.exe and changing 2000 to 10000000 or whatever crazy number you want [/quote] Ah! Thanks, I guess I remembere
The ModMeter says 22.534%, rounded off. Seriously, there's not really a way to measure it. You can do a lot, more than enough for a basic mod now, and you will (from what I've seen/heard) be able to do pretty much everything needed for a mod (as opposed to a whole new game using the engine) once the Forge Tools are out. [quote]but for sure you can modify the ship limit.... *crosses fingers*[/quote] Interesting question. If I remember correctly, the ship count was lock
[quote] carbon all you have documented here is a failure to make a spawning capital ship, I dont see how its going to effect anything, its already a cluttered thread. [/quote] Oh for christ's sake then go post whatever crap you feel like in the thread, I'm done here. I'll keep anything I discover in the future to myself.
[quote] there really isnt a topic anymore, its not possible, we want it, the vasari dont have it... whats left to discus? [/quote] Then make another thread on that topic. Don't clutter this one. I worked hard to try to implement this and it'll be useful to know for future modders. A giant unrelated discussion doesn't contribute.
This is made of win.
Please stay on-topic.
[quote] Do you specifically want to use the squad mechanism, i.e. for free auto respawn? You might have more luck with the SpawnFrigate buff type, as with the Sova's missile turret and the mobile space mines in my Kin of the Stars mod. Set the expiration time to something insanely long (or try -1 for the expiration time, that might work for infinite lifetime), and you can essentially build ships out of antimatter. [/quote] Hmm, this soun
[quote]Colony ships can now launch troop transports to attempt to capture an enemy world without exterminating the population.[/quote] Can you elaborate on how this was done? I haven't peeked at the colony ship or siege frigate files yet, so it might be a easy 'oh just decrease this to 0 or change this to true' thing but it'd be appreciated.
Bidding wars on pirates are always fun.
I did in fact already try creating a dummy SQUAD file for the carrier then referencing the individual carrier file and pointing the carrier build to that. Doesn't work. [quote](BTW for future reference you can edit your posts to add info insted of creating new posts )/quote] Not the thread creation post - oddly enough there is no edit button.
I'm in if I can get this damned patch working.
Health bar, bitter end.
Useless, more cost effective to build it in the desert. I'd like to see Richard Branson or someone say 'you know, this might actually be a pretty good platform for launches' and use the cable as a space elevator, though! fake edit: oh it's wireless. what a bummer.
The prices at the black market are extremely high (often topping 600creds/100 unit resource). In addition, the sell prices do not fluctuate, usually staying at 250 then dropping to 200 in the middle of the game. Is this intentional? I'd like to see a system where if you sell a bunch of metal and flood the market the price actually goes down, as right now I'll put a ton of creds into metal mining, (which also isn't a giant black hole if you play a long enough game), then sell it as it's
So I was playing a 3v2 with the Slipstream Productions guys. Due to the traitorous actions of one of our allies, we were doomed to lose. I decided to taunt my enemies until they came to attack me. Little did they know, I had a megafleet! A megafleet of scout frigates. My fleet of eighty scout frigates formed up in a nice formation. 8
I have an suggestion about ground combat/invading worlds Now if it’s at all possible Invader ship launches pods/ships; pods/ships go to planet. Now it would take time to take the planet ground combat could be simulated by having Explosions of different sizes around and in urbanized areas (as well as radio chatter from the ground) what starts at the place where the pods/ships landed and works around the world as the time to take th
Oh, and since there's no edit link on the first post of threads for some reason, here's the little log I wrote as I did the above: 1. Changed everything to free (carrier, military lab) and build time to 0 Observation: do not set build time to 0 in future, indefinite build 2. Fixed, core dump on build (?) Need to set up SQUAD file for building carriers? 3. Set up dummy SQUAD file for carrier (?) Doesn't work, core dump 4. Change entity type
Spent the last 45 min or so trying to whip up a mobile shipyard by playing with the things the carrier produces. Essentially, I want to make a semi-self-replicating carrier (I was thinking about making it make Kol battleships, but a free, build time 1 carrier that builds itself was too funny to pass up) The fundamental problem is that I haven't figured out how to do so, and I've tried a bunch of different things. The three ways I approached the problem are the following: <b
I was playing around with the Ion shot and noticed something. It could have been my own mistake, but it seemed as soon as I fired the ion shot at a target then changed to another target that the ion shot "wore off", essentially making it useless if you want to use it to disable one target while you pick on another. I'll see if I can't confirm this later. Has anyone else had this problem? I love the Akkan and always pick it as my flagship because of Colonize being so useful and it being
It was Systems of War.
It is possible these were insurgents? or a pirate base in another solar system? Doubt they were insurgents - nobody had really gotten that far in the game, and it said that there was a pirate fleet about to be launched and then later the message about them incoming. And the pirate base was only connected to one planet, and every other one of those planets had been taken by either me or my ally, so we'd dete