In the ability for returning armada, there is a spawn ship command. Might be useful to try that and see if you can use that anywhere else than in ability files. Eg. if the file that spawns the capital ship can have spawn ships commands added, then when the capital is spawned, the others might also. Afterthought : One could perhaps create an extra ability for each capital ship, that spawns its own fleet.
apricotslice
One of the reasons I dont play them is that the bandwidth between me and most US sites is lousy, and prone to interruption. So at any random time, you could start a battle and suddenly have no bandwidth for 2 minutes and come back and find your entire fleet is gone because it never got any orders. Worse, you might not be able to get back on and find your entire empire wiped out because the game thinks your online, but your not. While it would be frustrating to find your empire is gone,
Waited 15 and nothing :( That would actually be more than 30 minutes since the first 2 gates were completed.
If it can be done, it would begin in GalaxyScenarioDef. In theory, if you added the ships you wanted into the definition for each capital ship, it might just create them too. However that depends on if the program will allow multiple entityDefName's for each designName. If not, then you could try defining a fleet like militia planets forces, and then assign the entityDefName of the capital ship to the fleet definition name. Thats off the top of the head. I've no idea i
Nice idea. How about when the player is not online (or hasnt given a command in a certain time in case they have been booted off the net without logging out, or a bandwidth issue is stopping them giving commands), the phase line into their space is "hidden". That way, no-one can touch the players space until they return. If enemy ships are in the players space when they log off, then all phase lanes lead out to a neutral. The most you lose if you log out while under attack, is the plane
The larger the map, and the fewer the enemies, the longer you get before full scale battle becomes a priority. The more enemies, the more likely you will get one very close to you, and you will ahve to concentrate on defenses. Ideally, build you own map like I have, with few phase lines, so that you can see where they start from when you view the built map, and make sure that you can get a dozen planets colonised before you even come accross the first enemy scout. Then you don
1 system map, so no problem there. What happens with the blue line that show the jump ? Does that join direct or does it show the 'normal' route ? Maybe I'm just not allowing it to work because I am not seeing the blue line go one to the other ?
I'm experimenting with phase gates at the moment. After you build 2 of them, 1 each on separate planets, how long does it take before they become active and you can send a ship directly between them ? So far, I've built 2 gates on each planet, and they will not join. I'm wondering if its something I've done wrong, or if I'm not being patient enough ? I've noticed in previous games that varsari planets often have 2 gates, and havent figured out why. But thought it might need
I was going to say the same thing. Go back to 1.05.
Update : I've got a working prototype going now after a number of issues. The only thing I havent actually done is made a successful jump. Stay tuned.
Update : The stringID's needed to be unique to show up the icons on the research screen. AND The english.str file in the String directory had to have those new stringids added to a copied version of the string directory under the mod. Having done that, the research shows up, it runs, the icons are available to build and it builds :) All I need do now is stay alive long enough to actually get a node active and make a live jump. :(
Declare it an uncolonisable asteroid belt and move on. :)
That was it ! :)
Actually, I simply renamed an existing file and modded that. :) Latest hint is that the issue is in a file in the strings directory. Hopefully I'll check that out today sometime.
Thankyou :)
There are 2 lines in research files that contain NameStringID and DescriptionStringID. If these are not unique, new research will not show up on the screen. However, so far, I can get them to show up, but when you mouse over them, the game crashes. This seems to indicate that the 2 stringID fields refer to another file that doesnt contain the new ones or specific files for each stringID. When you mouse over any research icon, it shows up a box that includes the descri
That sounds like a programming code change, rather than a mod change.
Even the 80 page manuals dont say much more than that. The Sims manual could have done with another 40 pages of actual detail.
Researching fleet size is a bit like military ranks. You have to become a private before a corporal before a sargeant etc. So the left most research icon is the starting point and you keep researching to the right. Same for capital ships. Basic provisioning and basic training, are the names of this research. Just mouse over and read them all to find them. Each one also says what is needed before it. If all else fails, click every research icon until one actu
I prefer all the TEC music, and have added it to my scifi playlist.
All games get boring and repetitive after a while ! Your trading ideas are interested, but no thankyou ! Rather than making colonising harder, I'd prefer to be able to capture a planet without bombarding it into ancient history. Rebels can wipe out a planet now, but the way the game is designed, to colonise the planet they have to be given it at the beginning of a game. So implementing this is a major design change. Locked down space ? There is 'unlocked' space and wha
I echo the primary thought, but would prefer you were more negative here and leave the puppy alone !
Logical, but my problem is actually beyond that and I was hoping you had solved it. What I'm finding is that adding the research to the list isnt enough. It simply wont appear. When you create complete new files, it still wont appear unless you change the icons and strings, and then it crashes. There is something else you need to do to get research working, and I was hoping you knew it :)
Helioforge, how do you get the research for that working ? I'm trying to get a vasari structure into TEC without success. Even if you can create a 4th race out of 2 others, how do you define its research tree ?
Personally, I dont like bringing other scifi into games. Sortof defeats the purpose of having a new game. I like each new game with its original universe. Anyway, the idea is great, but like most games, there are limits imposed by the hardcoding of the program, and these limits define what can and cannot be done. In Sins, their appears to be a limit of 3 races. You can create as many as you want (like the militia forces), but you can only play as 1 of 3 choices. The on