Even running it as admin, sometimes it works and sometimes it doesnt, this is slightly irritating lol
BM-3141596
I surrendered to googling for help, it kept popping up so i thought i would enquire. Honestly its a simple thing im trying to do, either Notepad++ doesnt update what i edit or it just doesnt work - i think im missing something really small
All checked and fine, im using Notepad++ to edit the galscendef files directly, is this incorrect?
Ive checked Planet number counts - all correct. Does the Galscendef file need to be edited in the R12 gameinfo folder and then copied anywhere else? Honestly ive tried all possible permutations of it thus far. **I MAY have discovered the issue, im just opening the galscendef file in Notepad++ without converting to text from bin, just using "Save As" and selecting the galscendef file - could this be the problem? </
Any chance of helping me figure out why editing the galaxyscenariodef planet lists has turned into a right fubar ballache?
How can i edit the galaxyscenariodef file with notepad ++ to remove planet types from a list, ive been trying all day and it either results in failure or sins fails to load
--USING MAELSTROM MOD-- Ive been trying to edit the galaxyscenariodef file in the galaxy forge folder and gameinfo folder. All i want to do is remove planet types from one of the planet groups (Random) so any maps i play/create will only have the planet types i want WITHOUT having to go through everyone single one and change it manually. Whenever i edit the galaxyscenariodef file however, sins crashes on startup with "Sins requested the
Aye, so i could potentially change the Ringworld ability from EM def to Ringworld?
Ive tried editing the entity files and ive changed the entity files to only have the ringworld bonus for the ringworlds through notepad++. Neither it nor GF have managed it so far. However, i do notice that when playing Maelstrom, the TerranHome has a bonus, something like commercial juggernaut or something similar, so from that i assumed it was possible.
Hello there, ive been playing sins on and off since Vanilla, been using Maelstrom since entrenchment alongside SoA 2. I';m having a problem with a custom map, specifically, the Ringworld bonus. Now, i have a 10 player map and every homeworld is a Ringworld but i cannot for the life of me, get the homeworlds to HAVE the bonus nor can i set the planet exploration state to 0 so it can be discovered. I cant even use a template because the ringworld bonus doesnt appear in th
If you guys are aware, the Maelstrom mod for Rebellion (Dip/Ent etc before) has this cool feature where planets go through phases of instability, they reduce Pop growth/limit/income etc etc As your going to port to Diplomacy in .44, wouldnt it be better to incorporate all the pkentary stuff in that release, where its viable to add in planet based factors that arent a permanent ball and chain around the player that is experiencing them?
Just a thought i had, dont know if it helps you guys or you've already decided; but ive figured the factions out for rebellion for each race. EA - Clarks regime/Sheridans view Minbari - Delenns help them all/The pre-war isolationism Centauri - Shadow allies/Rebelled against as Londo did Narn - Aggressive, [LONDO] Barbairians [/LONDO] not very nice, akin to season 1 Narns/ G'kars support the other races view. Vorlon - Fight with th
[quote who="NewHorizons" reply="3589" id="3286401"] Quoting Darvroth, reply 3585 Quoting NewHorizons, reply 3583Growth: +20% All that mining activity would tend to suppress population growth, how about -10% on the rate but not impact the maximum level for the planet...it can't be all good! Fair point, that sounds reasonable. Quoting Darvroth, reply 3586While on the subject of planetary mods... What is the maximum planet population the game
Q40 is more like a resource, like crystal/metal, than an artifact, i would say seed it on worlds with a chance modifier and as its the most valuable substance in the B5 galaxy, should give double population growth, double trade income etc etc
[quote who="NewHorizons" reply="3563" id="3283226"]I remember the episode, Dwight Schultz played an EA veteran who had been snacked upon by the "Soldier of Darkness" during the Minbari war - "The walls, the walls ... they're coming through the walls!". I can't help but think though that such an artifact should provide a positive bonus for a Shadow player - it was one of their agents returning back to Za'ha'dum. Sadly though artifacts cannot provide race-dependant bo
The GOD cannons are on par with the Minbari slicers/neutron beams from what i remember. And, i didnt mean the storyline or anything, theres just a sweet 20 second visual of 5 or 6 Vorchans taking on 2 Warlocks in beautiful updated CGI
Very powerful particle cannons - like Victory quantum discharge cannon, except not yellow and not as powerful Check the B5 Lost Tale's, battle segments at youtube
How about using a Shadow vessel, lands on a planet, consumes the vessel, it becomes a planet based shipyard, that makes ships continuously, using the resources on the planet so none goes into the shadow players bank, the ships it continously spawns take no resources to build, but have a lot higher build time, like for example, 15-20 mins for a battlecrab, nothing else can be done with the planet, except to guard it and wait for it to spawn the ships, 5 or 6 plaents is like 5 or 6 ships every
May i also beg of you, quite seriously to cut the build times of some of the capital ships, and cut the upgrade times for the stations. Upping the cost of them i dont mind at all, but slaving to get the already semi high cost and then have to further wait another 2-4 minutes for the upgrade to finish hurts. Bear in mind there are 18 upgrade slots to be used up, lets use the lowest time of 2 minutes per upgrade, 2 multiplied by 18 is 36, so 36 minutes to fully upgr
May inquiring minds ask as to the next release date (roughly) B.M
Hey, right, well i created a custom map that would suit me and the way i wish to play, so i sapped a nice one together in the in-game map designer, took a few tweaks to get the planets in the right positions, but now i have hit a very major snag, The time it takes for my ships to travel the phase lanes is pushing 5 minutes. I have GalaxyForge, i opened up the map i made, and considering the map i made has 10 stars with 3 planet groups each, you can imagine the