HammerSun

HammerSun

Joined Member # 2963248
14 Posts 120 Replies 629 Reputation

Hi bailknight. I've tested all constraint tonight. Everthing is fine(Include 2 constraint you mark ?) except one constraint. [color="#FF0000"]constraint "WithinSolarSystem"[/color] should be [color="#0000FF"]constraint "WithinCurrentSolarSystem"[/color] Otherwise the game may crash when move your mouse on the ability with that constraint. [quote] Constraint CanBeCaptured CanBeJumpBlocked CanHaveFighters CanHaveShields CanPhaseDodge (?) CanS

74 Replies 336,440 Views

[quote]Yep. Planets are a real grey spot with most things. They technically exist as a unit, hence they can be given abilities, and effects applied to them. But their upgrades are a seperate system, and I strongly doubt they can be linked to their own abilities. There are various ways to simulate certain things that can't normally be done, but these are very limited. Can I ask what you are trying to achieve?[/quote] Since planets exist as a unit, I wander could we make the planet moving

8 Replies 7,065 Views

Hi Bobucles, Uzii once told me MaxSupply should be in 300, If bigger than 300 should crash game. And I'm reworked on my Pirate MOD, Maybe we can work together. Just as I've said, I've made 5 copies of original PirateShips except Piratescout and a new pirate carrier ship which used TEC-LightCarrier model but retexture. After I've solved the pirateships ability crash problem, I plan to publish it. Detail imformation in my string file: [code="xml"] StringInfo ID "I

8 Replies 7,478 Views

[quote]Mmmm... When exactly does it crash? There are a few things that seem out of place with those 2 files, but I don't think they would cause a crash: 1. The strings are not all in upper case, do they exactly match the ones in the .str file? 2. It only lasts for 10 seconds, is this intentional? 3. Have you tried it without the sound effect? 4. Have you tried the Buff without the effect "PlayPersistantAttachedEffect" section, and just the 'ChangePlayer' bit?[/quote] 10

13 Replies 9,178 Views

Hi Uzii, Thank you again! ;) Here is Ability file as under your suggestion yesterday. ----------------------------------------------- TXT entityType "Ability" buffInstantActionType "ApplyBuffToTarget" instantActionTriggerType "AlwaysPerform" buffType "BuffPirateDomination" targetFilter numOwnerships 1 ownership "Enemy" numObjects 2 object "PlanetModule" object "Frigate" numConstraints 0 range Level:0 6000.000000 L

13 Replies 9,178 Views

Recently, I'm trying to modify a pirateship of given a ability of capture PlanetModule, But easly minidump. I think maybe I didn't make any constraint. Such as don't capture the Module which UnderConstruction or Unfinished. So, where I can pick up a right constraint? And, if anyone knows my minidump caused by other reasons, Plz help me. :SNIFF!: Thanks a lot.

13 Replies 9,178 Views

There is a way to make it. Just edit the FrigatePirateShip.entity. Ex: FrigatePirateMedium.entity Make 5 copy of this one, Such as FrigatePirateMedium1/2/3/4/5.entity, and edit Hull/Shield/Armor/Ability..... in each FrigatePirateMedium.entity as you think. After finish this, just edit Gameplay.constants about pirate raid composite, I Know you can do it. ;) BTW, if you want to these pirateship appear in PirateBase, Remember add planetItemType and change planetItemTypeCo

4 Replies 4,503 Views

decimals? I didn't tried before. BTW, do you enlarge the "maxSupply"? And how do you think the meaning of "weight" which i've posted.

8 Replies 7,478 Views

Sorry, I forget poster's question. Your edit seems well, But I don't know your MAX randomshipcount number, When I've tested before, The number should BTW, I still not sure about the var "weight". I thought it decide the percent in raid group but not sure about amount. Ex: randomShip type "FrigatePirateScout" weight 2 randomShip type "FrigatePirateMediu

8 Replies 7,478 Views

[quote]Though I havent tested it myself, from what i can remember those who have tried this before decided that adding capitalships to pirate raids isn't possible. My guess as to why would be that the Raid can't handle capitalship entities, it would probably work if you created a frigate entity out of the capitalship, though obviously this would remove levelling.[/quote] It's possible. I've made a pirate MOD before, adding Captialships, all worked well. Here is a screenshots wit

8 Replies 7,478 Views

I've finally find what's the problem. When strings in chinese, a "space" make change a new line(Absolutely). So, adjust "space" can solve all problem,. Thanks for Annatar and Uzii's help.

11 Replies 8,109 Views

[quote]What's the size in your screenshot? 12? 10? I'm not sure what to tell you - the game probably wasn't designed with such characters in mind.[/quote] I find the problem of stacking. Not the "." BUT a "Space". And Seems the height is another problem. After Del all Space in sentence, No more stacked characters - good hand. Some character can't be show - bad hand. Here is a screenshot with no space in sentence. [img]http://img411.imageshack.us/img411/6140/troublesh

11 Replies 8,109 Views

Hi Annatar. If I use a small size, such as Height:8, problem can be solved but I can't see the characters which like black points. (:( (:(

11 Replies 8,109 Views

[quote]Woah, that has total thrown me off. So, the dimensions are wrong, or the position is wrong? When you say height, I thought you meant the dimensions of the info card, but that screen looks like it is the position of the info card that has changed.[/quote] Position is right, just the height wrong, here is screenshot with English.str. [img]http://img377.imageshack.us/img377/4858/troubleshooting03ri3.jpg[/img]

11 Replies 8,109 Views

[quote]Seems strange, as the Height when I have added strings does change, could you post a screenshot?[/quote] Hi Uzii. Glad you answer me. Here is two screenshot. [img]http://img266.imageshack.us/img266/8248/troubleshooting01mx3.jpg[/img] [img]http://img216.imageshack.us/img216/12/troubleshooting02wl5.jpg[/img] Strings we have translated to chinese, As you know, few chinese can get this wonderful game, but we still engaging to make a chinese language MOD, just

11 Replies 8,109 Views

Usually the Infocard's height adjust by text inside. BUT, after modded the fonts and English.str, it's abnormal (Short and text stacked). I've looked the window files, can't find anything related with Infocard's height. Anyone can help me?

11 Replies 8,109 Views

Hi both bailknight and LuciusValentine. There was released a chinese language MOD beta today. I've tried replace chinese with Japanese, it's work. But failed with korea cause .str file must ANSI coded. Here is a Picture: [img]http://img132.imageshack.us/img132/2959/62106935fe9.jpg[/img]

7 Replies 5,397 Views

[quote]You can't, unfortunately. Like I said in my first reply, if you want to make randomish resources in 1.03, you'd have to clone the planet and then add it to the template for the game to use.For example, asteroids have 1 ore and 1 crystal. You can make another asteroid with the exact same everything but instead have 2 ore and 2 crystal. Then you can open galaxyScenarioDef.galaxyScenarioDef, and look for which planet templates asteroids are listed in (should be something like Colonizeables a

5 Replies 2,952 Views

Hi Annatar, I have a question also, In 1.02 there is a random resource option choice, So I like change asteroids number min->0 max->3~4 in planet.entery. BUT in 1.03, I can't do this any more. Which file should I edit? Thanks.

5 Replies 2,952 Views

[quote]Several artifacts already have ship bonuses, but none as powerful as the Accelerator, which increases ship firepower by like... 12%?Still, I think it would be an interesting mechanic. Do you lead the fleet into battle with your flagship carrying a sacred artifact, or do you keep it safely at your base?[/quote] Do you look at my idea point3? You can make your own choice! Research it or just carried it. And according to my idea point2, If carried can increase fleet firepower mor

4 Replies 4,234 Views

My idea: 1.When we explore the planet and found some artifact, an object will appeared in orbit instead of in the InfoCard. 2.Captial ship can obtain this artifact, and get the benifit of this artifact, sometimes only the capitalship benifited, and sometimes has area effect.(Maybe like WarCraftIII's hero). 3.Captial ship can transfer this artifact to research station for research, after research, all ships , stations or something related can get the benifit BUT le

4 Replies 4,234 Views