AshramDarkstar

AshramDarkstar

Joined Member # 3036589
0 Posts 23 Replies 78 Reputation

The problem is most likely with the bits value you see behind the numbers you are trying to change. The bits value has to match the new values you entered I believe; or the game is only reading the bits value(s) itself. Unfortunately I don't know exactly how you would calculate the new bits value.

7 Replies 7,328 Views

[quote]I would recommend locked teams to prevent the enemies from possibly allying against you. [/quote] My sentiments exactly with the current diplomacy system.

3 Replies 3,151 Views

[quote]did you take the capitalshipinfo back to 5? it seems the game will not allow more than that for cap ship types. [/quote] Hmm, that would be very unfortunate if we can't add more types of capital ships to a race. To the original poster: I haven't tried this myself yet, but did you also copy and rename a mesh file for the ship to match the name of the new entity file? You may also need to copy and rename texture files. Not having any defined graphics/model fo

24 Replies 12,614 Views

If there isn't a similiar Infocard string in the English.str file, I would guess the Infocard.window file would have to be modified. This probably requires the full modding tool suite to accomplish, if it can be changed at all.

4 Replies 7,171 Views

The answer should be soon. Blair Fraser should be posting the regular text file versions of the entity files sometime today for our editing pleasure.

4 Replies 5,672 Views

[quote] I'll post the text versions of the files up on my personal site to get you guys going (now that v1.02 is out). They'll be up sometime tonight. by the way, when you say the text file, can .txt files replace .entity files in the game for the mods to work? thanks [/quote] All the .entity files in the Gameinfo folder are currently in a binary encoded format for faster loading of the files by the game. Blair will

66 Replies 34,817 Views

[quote]Any news ? [/quote] Unfortunately, none since Blair's post. Unless someone here knows what Blair's personal website is so we can check it for the download?

66 Replies 34,817 Views

[quote]We're waiting for the extraction tools (or the non-binary files to be released, which I think Blair said he was putting up later tonight), there'll probably be population altering mods within a few hours of their release. [/quote] Yep, Blair did say he would be posting the text versions of the files tonight. Everyone is just waiting for Blair to let us know when the files are up and where to grab them from.

5 Replies 3,718 Views

[quote] I'll post the text versions of the files up on my personal site to get you guys going (now that v1.02 is out). They'll be up sometime tonight. [/quote] Outstanding! Thank you.

66 Replies 34,817 Views

[quote]I love this game but some serious cap problems are starting to crop up. I know that this Issue is being covered in Multiple threads and would like to see some suggestions here. An official Cap balance needs to be released. 1) Capital ships lose their value when 16 ships gets overshadowed by 2000+ other ships. Whats the point. Try it. you'll laugh at the capital ships. 2) Fighting multiple AI on large scale maps. Even 4000k ships is laughable. Who can ev

3 Replies 11,497 Views

[quote]how You sir are entitled to your opinion about anything. But nonetheless I must say that you are completely wrong: the game does not suck. And FYI you can edit the ship limits to whatever you want. so how do u edit the ship limits to whatever you want? [/quote] Well, you will be able to edit the ship limits as soon as the modding tools finally get released. Not an option quite yet though.

46 Replies 40,289 Views

That would require modding some of the game file(s), which can't be done yet I'm afraid. Modders are waiting for one of three things to happen currently I believe: 1) The rest of the Forge Tools are released 2) The regular text versions of the Gameinfo folder files are released 3) A tool to convert the binary versions of the Gameinfo folder files back into text files are released. Both options two and three have been requested as an interim method to get modding started, as

4 Replies 6,791 Views

[quote]The Forge Tools? The forge is already available under the downloads link on the main site. [/quote] He means the rest of the Forge Tools for modding the game, not the map editor.

21 Replies 38,893 Views

The variable in the Gameplay.constants file being mentioned (maxShipSlots) appears to be a global cap on total ships in a game. We need either the Forge Tools, or the base text file versions of the files that are currently in binary format to be released to change this. As the Forge Tool suite appears to not be ready yet, could we get the current 1.02 Gameinfo folder text files released as a stop gap measure for those of us that want to start modding?

6 Replies 5,303 Views

In the case of XP at least the Local Settings/Application Data folder is considered a hidden system file. Go to Tools -> Folder Options -> View tab in explorer and turn on the display of hidden system folders/files.

7 Replies 11,401 Views

[quote]If they would just post the txt files to start with, I'd be happy. A converter isn't strictly necessary... [/quote] Good point. Any chance we can get someone to put the 1.02 text versions of the files up for download so those of us interested can start tinkering with things?

66 Replies 34,817 Views

[quote]There are two confirmed artifacts in the small map I'm playing now. Also, the "Call Dark Fleet" has put me over my reinforcement points twice now...don't know if its a bug or not (my game currently stands at -11). [/quote] I had one game with a -50 or -60 some points due to Dark Fleet. This can actually be an annoyance with the current fleet supply limit cap.

7 Replies 19,435 Views

[quote]Modding: --------------------------------------------------------------------------- -Loading mods supported Might be ready by Friday. Maybe. [/quote] So does this mean the modding tools will be released before the patch?

260 Replies 231,136 Views