Ben.Wasden

Ben.Wasden

Joined Member # 3425637
6 Posts 177 Replies 655 Reputation

It was in trinity, I wonder if it is now hard coded or if the line has been moved to some obscure file somewhere? I am tempted to re-load trinity to see if I can find it there and then compare, do you think this would be a good idea?

2,761 Replies 7,618,500 Views

Looked, but it isn't as far as I can see, they list the specific buildings which need to spawn, but no mention of how much population needed to spawn one :S

2,761 Replies 7,618,500 Views

[quote who="myfist0" reply="1936" id="3396094"] Quoting GoaFan77, reply 1935The default is you get one of those for every 20 population the planet has. If it can be changed I think it would be in the gameplay.constants file. SOA2 dumped them all together, we have better uses for those resources [/quote] Still haven't found it, do you know where the line is that corresponds to the Planet Elevators spawning, I remember I stumbled upon it quite easily in Trinit

2,761 Replies 7,618,500 Views

Still couldn't find it, its possible the line of code has been moved or maybe they are no hard coded? Can't seem to find it any where.

2,761 Replies 7,618,500 Views

[quote who="GoaFan77" reply="1935" id="3396090"] Quoting harpo99999, reply 1934the section of the PlanetTYPE.entity that you want is I don't think that is what he is asking Harpo. He means the cosmetic little cities that appear on planets as their population grows. Quoting Ben_Maxwell, reply 1933How do you alter the number of modules that appear on a Planets Surface? The ones which are linked to the population levels? The default is

2,761 Replies 7,618,500 Views

How do you alter the number of modules that appear on a Planets Surface? The ones which are linked to the population levels? I have seen it somewhere, but really need sleep now and its inhibiting my eyes to find it again!

2,761 Replies 7,618,500 Views

Anyone know of any further bugs or exploits that the team can work on before the latest patch is rolled out? Do we have a guesstimate of when this latest patch is due to be rolled out? I thought I read somewhere it wouldn't be till late September? Also are there any serious plans for another expansion? I know nothing will have been decided, but if the latest expansion proved to be profitable, would that mean future expansions would be seriousl

102 Replies 396,467 Views

Well thank you for sending out an email to let me know Rebellion has been updated, if it wasn't for the email I wouldn't have know (Steam definately isn't picking up the update for me) and I have been waiting for this last update before continuing my modding efforts. Thank you for the update Stardock, now its back to work for the modders!

175 Replies 547,228 Views

Whoa you two, your derailing the thread, I think it was right when someone stated that this is an optomisation mod only, and that modifying anything such as numbers of strike craft, reducing debris count or timers etc is beyond the "optomisation" change, therefore it won't happen as people will be less likely to use this mod and Ironclad will be less likely to implement this mod in a future patch. Lets leave it at that and move on, we can always create small add on's late

326 Replies 701,413 Views

[quote who="ice27828" reply="46" id="3189055"]How interesting building a mod around lore instead of the other way round. [/quote] Was that a troll post or were you being sincere, I couldn't tell from reading? Will begin to update the main mod post tonight, explaining some of the new features my Mod will introduce (especially advanced AI, I always play single Player, so playing against capable AI is a must). When a Change officially makes it into my Mod picture

49 Replies 203,525 Views

I don't know if anyone else noticed, but something in the last patch for me anyway caused me to suffer late game lag like I was playing Diplomacy, not sure what they have been tinkering with but I definately noticed a change??? Can anyone else confirm if they have noticed anything?

326 Replies 701,413 Views

[quote who="AxelDude" reply="30" id="3187071"]Thanks Seleuceia Yeah there have been "issues" with the particle effects, mainly because I didn't resize them together with the meshes, as you may have seen in my other thread, it's a b*tch to manually resize the particle effects .. I've noticed indeed some of the textures are not matching 100%, I think those were the vanilla textures, I'm thinking of replacing them completely. As for the nightlig

65 Replies 259,830 Views

I remember in my old diplomacy mod I got Pirates to be quite difficult, gave them all kinds of wild tech so it would be fun to incorporate those old idea's with this new idea and find a good balance.

49 Replies 203,525 Views

Updated all logs, may re-write in some cases, but the gist and essence of that particular race is there. [e digicons]:ninja:[/e] I also included the fourth race, in case you hadn't already guessed though most of you know, they are an advanced race of cybernetic beings, they have been around even longer than the insectoid species, no human or machine has seen one, though the Insectoid race had a massive war with them several centuries ago and barely managed to survi

49 Replies 203,525 Views

Auto Dock would severley reduce lag, if you think about it you can have huge amounts of Planets, each with 1 to several Hanger Defences and each of those have several squadrons ... that = a lot of resources, if all those squadrons didn't exist, tucked away safely inside there hangers until needed. The type of solution you proposed work better for tradeships, as they are constantly out.

326 Replies 701,413 Views

Still I wasn't actually asking them to implement that, just to allow for better modding by transferring the Abillites from the Squad File entity to the Fighters/bombers entity files instead. P.S. The Devs could make it a one time feature request and use this event to publice the event and show the world that they do care about their fans & product, which in turn might boost sales, or maybe offer it as a small dlc, I would be more than willing to pay for this fea

6 Replies 33,982 Views

What I want to try and do is create actual homing mines which act like fighters/bombers and explode on impact, the problem is that the abilities needed to do this are selftarget and the problem with that is an ability can't be self target if its part of the squad entity as far as I am aware. So if the above was changed, the Developers if they wished, could create actual homing mines which act like a squadron, but zoom directly to the enemy and detonate, to be rebuil

6 Replies 33,982 Views

I think this is a bug and presently no work around is able to be done, hence the silence from the Dev's otherwise it would be a case of "Hey guys, we know of this issue and we are going to fix it" it seems odd they haven't even commented on it at all when it is a pretty serious bug in multi-star maps. Not even a "Hey we have flagged it for Ironclad"...

18 Replies 19,300 Views