kozakkk

kozakkk

Joined Member # 3624076
4 Posts 9 Replies 295 Reputation

Hey guys, ive got another question. Seing as how i suped up caps significantlly in my game i also did the same for starbaces. Well what i initially did was take the last uppgrade lvl for hanggar, toughness, and wepons and just pasted it a few times depending on how much power i wanted to give the starbace. Having atrocious atention to detail i didnt notice that the upgrade lvls for toughness and hanggar do not have values for how many suadrons or hull points it ads, but rather have a

1 Replies 2,776 Views

Hey guys, i have recentlly started playing Distant Stars mod and im looking for someone to play against. But thats not all i have also made the following changes to the mod and game files. I have made all the capital hips 3 times as powerfull and 3 times as costrlly. Specifically hull, shields, antimatter, culture, fighters, and wep dmg all up by 3, basically all atributes accept for number of wepons and shield mittigation. Also uped the number of starbaces to 3 on most planet

3 Replies 2,121 Views

OK well i ran into another problem (seems endless). When i increased the starbase count in all the planet entity files to 3 in the DS mod folder. But it seems that only on the new planets added by the mod (fores, industrial etc) can i build multiple starbases. On the original planets(terran, ice) ican only build one still. I thought that i might need to edit the original entity files in sins main folder, but doing this did not change anything. I even went as far as removingthe planet

9 Replies 43,218 Views

Ok I think i solved it, apparentlly not thinking about it i also multyplied the mittigation rate by 3 which makes it 192% which is apparentlly so high that it causes this issue. But thanks for help I was also resizing the cap ship models using this tool https://forums.sinsofasolarempire.com/326876 it worked fine exept the shields on the ships remained the same size so now only on smal sections of the ship do the shields go farther out then the ship hull. First im wondering does this a

9 Replies 43,218 Views

TXT entityType "CapitalShip" ability:0 "AbilityGaussBlast" ability:1 "AbilityFlakBurst" ability:2 "AbilityAdaptiveShield" ability:3 "AbilityLastStand" ability:4 "" defaultAutoAttackRange "GravityWell" defaultAutoAttackOn TRUE prefersToFocusFire TRUE usesFighterAttack FALSE autoJoinFleetDefault TRUE canBomb TRUE hasBombingLevels FALSE baseDamage 129.000000 basePopulationKilled 1.700000 bombingFreqTime 10.000000<br

9 Replies 43,218 Views

Sorry for starting new thread but my old one is not geting responces and im aching to play but cant. Basically i edited my capitals to be 3 times as powerfull, hul, shields, weapons, antimater, all restore rates, strikecraft, cost and build time all up by 3. But now it seems nothing will attak my capital ships not frigates not other caps but they will use special abilities against one another. Wondering what could be causing this, for more detailed info on what ive been editin

9 Replies 43,218 Views

Ok managed to do that but now i have another problem, capital ships wont fire on each other. I was playing as tech and ran into a small advent fleet the 2 capitals on eacha side kept shooting the frigates even though i ordered mine to attak their cap. When all the frigates have been wiped out the 2 remaining caitals just sat across from each other not firing, but they did use pecial abilities on each other. Any idea what could be causing this?

5 Replies 11,984 Views

Ok managed to do that but now i have another problem, capital ships wont fire on each other. I was playing as tech and ran into a small advent fleet the 2 capitals on eacha side kept shooting the frigates even though i ordered mine to attak their cap. When all the frigates have been wiped out the 2 remaining caitals just sat across from each other not firing, but they did use pecial abilities on each other. Any idea what could be causing this?

5 Replies 11,984 Views

Aha ok makes sense. On that same note only about 1/3 of the capital ship meshes are present in the DS folder, im assuming that the mod makes some alterations to these meshes but not the other capital ship meshes, how exactlly should i go about increasing the size of all cap ships, copy the missing capital meshes change the size and put them into DS folder? Or can this cause an error? Or should resize the meshes not present in DS seperatlly and put them back into the main

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Thanks alot harpo, the info you provided has solved just about all my issues. The only thing i was not able to do was change the capital ship size (luckilly it was the least important change i wanted), I downloaded the mesh resize tol and it seemd to work fine and created the new meshes in a folder i set up, but when i replaced the old meshes with the new ones i got a unspecified error. Again its not so important but any ideas what i did wrong? A sligtlly more important item.

5 Replies 11,984 Views

Ok well i never much felt like capital ships packed enough punch for my taste they seem just a step up from a cruiser, the 3 capitals i might have with the average fleet are trivial compared to the 30 cruisers 2 or 3 of which basically eaqual a capital ship. So i decided to basically multiplly my capitals by 3, weapon dammage, fighter squads, hulls and shields, and of course cost and build time, all times 3 of original value, i figured if i just keep the consistent factor of 3 i wont

5 Replies 11,984 Views