pirates in Diplomacy are bugged for almost everyone, as the game (without any mods) breaks its own 2GB limit a lot now... at least that's how i was told it works
riviaguy221
Nice! Just one question: If the 4th is a Stargate like i think it is, will it be that fat in game?
Well, i was trying to play this in Dev.exe, just to test a few of my own things, and the game absolutely HATES the asgard! Whenever you click an asgard unit it gives you about 50 error messages... Another thing: I was trying (for my own personal mod) to change all the Ancient weapons to Drones. This failed, however... The drone effect would move a few feet from teh ship and get stuck, staying there until the fog of war reclaimed the world... Any idea on the cause of tha
*GASP* This is some of the best news EVER!!! [e digicons]5*[/e] Seriously, if you dont do computer design for a living you should start looking into it, i know if I had a company i'd hire you! [e digicons]:thumbsup:[/e]
Well, you could always make the planet JUST before the pirates be like a black hole in Distant Stars, and then give the pirates the tech to resist the black holes... that would only work if you used the editor to place planets EXACTLY where you want them though... The other option is to make the Pirate Homeworld have the same ability (meaning anything that jumps in will be instantly destroyed)
The race your adding, is it Ori? I seem to recall you saying something about them a while back
Cool concept, and i like the abilities. I plan on trying it next chance i get (exam time, atm, and i just reformatted my cpu so there are more important things to reinstall than sins) Just a small error that i can see in the screenshots (it may be changed already, i dont know) is that Deploy is spelled incorrectly. It is Deploy, not Diploy.
@Twilight_Storm Yes, you can set how many fleet supply and Cap ship points you start with. It's a value in the first tech for the fleetsupply (tech 0) The only REAL way of only being able to ever have one ship of a certain type is to have the homeplanet START with a special building that has an ability that can spawn this ship. (You can even make this ability cost resources) Then you can tie the ability in to a self destruct option for the building, so that if you build
One other thing: If you want the AI to work at all (as in not throw a tantrum and crash) then you will want to leave the ROLETYPES the same (in name only) That way you can still have an AI if you need to.
im not sure if you noticed, but this thread is over a year old...
unless you are still only 25% done, you may want to update the main thread thingy...
Thanks, i have been playing around with them too , trying to figure it out. The odd thing is is that it happens whether i use one weapon bank, or if i modify the other two and use all three (what i mean by this is that there are three weapon banks, only one of which is originally a phase missile spot. When i make the other two weapons not fire and increase the damage and fire time (reload time) of the phase missiles it cause this problem. Also, when i simply modify the other weapon spots so t
ah, yes i see your point now. Is it possible to make a version of SGGalaxy that DOESNT have planet size in it?
Well, my graphics settings ARE on lowest, and i was playing with No Damage turned on, so the missiles couldnt have been losing their targets... I think the part about it using too much of Sins' memory too fast may be valid... although one ship shooting 6 missiles at a time at one target shouldnt be causing that much of a problem, especially not when those are the only ships that are visible at the time...
i think what it does is a kind of cascade scan: It looks for the base files it needs in the first one, if it is found it ignores those files in all other sectors (including the source code, which is what makes modding possible afaik) but if it doesnt it moves down to the next mod, and repeats the scan... and then continues until it hits the main source code, and then of course it finds what it needs. That is how i thought it worked, however im not entirely sure on this point.
No, they stop and just stay in one spot, even after the battle finishes. There is NO lag anywhere else... And the missiles dont do anything at all... this is only some of them, mind you... anyone have any other ideas? When im in the Dev.exe no error messages come up at all with this, so i dont know what is happening.
hmm, i didnt know that. It has always worked for me...
I dont know of a way to... instead use SGRaces -> GalaxyMod -> FleetSizeMod... that will give you all the things in SGGalaxy except for PlanetSize, as far as i know
I was modding a few ships to change all their current weapons into phase missiles, however i was getting some odd visual effects: The missiles (some of them) would simply move a few centimeters from the shup and then stop... My initial trials were with Dolynick's Stargate mod (for my own personal enjoyment) to turn the ancient weapons all into drone weapons (which use Phase Missile information, with modified textures and effects) and once that 'failed' i went to see if the problem existed wit
Well, there is no direct way of changing it, as SGRaces does not have a Gameplay Constants file, nor does it have the MaxShipSlot techs... The easiest workaround that i know of would be to also use the FleetSize mod, as that has both sets of files you want. IF you want to increase the amount of files by a multiplier, then the easiset way is to go into the GamePlay constants file, scroll down to these lines: fleetSupplyData-Small fleetSupplySc
If you mean how to increase or decrease the overall fleet cap, then it depends on which part(s) of the mod you are running.
Well, teh Goa'uld are not finished, so that's why they arent in the game. As for the O'Neil class ship, i was wondering that myseld...
It should be, however if it isnt you can find the Mod path in the Mod Section of the game... (just click the button that says mod path) I have 7 too, but im not sure if it is in the same spot as on vista (stupid memory, lol)
I was wondering, how exactly do you use the options of the Dev.exe? I can run it fine, and it shows me when there are errors, but i cant make it do anything beyond that...
There are still some Sins ship models