exdeathbr

exdeathbr

Joined Member # 3922313
10 Posts 21 Replies 187 Reputation

How I remove a titan upgrade? I am trying to remove group shield from tec loyalist upgrade, but when I remove it from the entity file and change the number upgrades to 6 (7 minus 1 [the one I removed]), the last upgrade is removed and not the group shield one.

2,761 Replies 7,619,099 Views

[quote who="Seleuceia" reply="1039" id="3185929"] Quoting exdeathbr, reply 1038This minimum distance in hyperspaceExitRadius is from the center to the outside of the gravity well or from the end of gravity well to center of it? I don't understand what you mean by this... It is my understanding that both moveAreaRadius and hyperspaceExitRadius are measured from the center of the planet (ie they are not relative to eachother)....[/quote] Your answered my q

2,761 Replies 7,619,099 Views

This minimum distance in hyperspaceExitRadius is from the center to the outside of the gravity well or from the end of gravity well to center of it? Also this gave me a idea to test: Changing the gravity well of the planets to a huge one and then make a map where all those planets gravity wells touching the other planets gravity wells, have having just ultra small phase lane that connect the planets.

2,761 Replies 7,619,099 Views

I think you should only do this mod if you are doing it very canon. No I am not a fanboy. The thing is that the good thing about a star wars vs star trek mod is to see star wars in a battle against star strek. If you make is not canon it would not be the star war or star trek, it would be like different universes with same name.

634 Replies 1,613,621 Views

[quote who="FredLed" reply="6" id="2928532"]so basicly your mod will make the game have no sound and there will be one faction? that sounds fun.[/quote] This mod is a experimental mod. I want to see how it will be in the end. Also it will not have only the race limitation + no sound, you also have the no shield, radar and phase jump changes. And also other changes I make in the future. [quote who="Sobekeus" reply="7" id="2928580"]Advent aren't aliens

13 Replies 3,930 Views

I am trying to do some sort of hard scify mod. The mod rules (hard scifi science restrictions) will be based on a free rpg called Vanguard Free Roleplaying. (this book rpg is free but the website is down) a hard scifi rpg book. The mod will not be a Vanguard Free Roleplaying full convertion mod, I will only get the science restrictions of the rpg and put on my mod. Remember this is not a vanguard mod, and so will not use the ships damage values, speed va

13 Replies 3,930 Views

There is any way to make some update like PSIDAR updates, but that work limited by range, instead of working being limited by number phase jumps?

2,761 Replies 7,619,099 Views

Maybe this new expansion should focus on the exploration aspect of 4X, maybe including things like: -Z axis movement -More Uncolonizable Gravity Wells types -More movement physhics related things

223 Replies 558,026 Views

I am doing a experiment and creating a mod that will "not have phase jump", only wormhole jump. So: -Phase jump will be at the same speed as normal travaling speed. -No antimatter cost. -360 phase jump radius. -Dont need to wait to phase jump -Everyone can "phase jump" -No different mashes to phase jump -The race dont say he is phase jumping when he "phase jump". -Dont need upgrade to be able to jump to other solar system

5 Replies 6,243 Views

I am trying change the long range jumps research and make that the tech race get this research when he start the game. Tried to edit RESEARCHSUBJECT_HYPERSPACE_GALAXYTRAVELTECH and made many changes like setting the research time to 0 and cost to 0. But those things didnt worked. There is a another place where I can enable AllowGalaxyTravel?

5 Replies 6,243 Views

I am talking about planetary construction ship. I know that he is spawned when you colonize a planet. But I want to do that you can build from the planet without needing the frigate factory (costing money, having a spawn time...). So after I do that I would remove the auto-spawn from planets, and the player would need to buy the ships by himself.

5 Replies 5,241 Views

There is the, maxStarBaseCountPerPlayer, there you can change the amount the amount of player can have, so if you put 1 there, each player can have 1 starbase at max on this planet. There is something that I can change, that make this limit per planet instead of per player? Example: The planet can have 10 starbases and players can have any amount of starbases there they want, until there is 10 starbases (from no matter what player or combination of players) on this planet.

3 Replies 4,876 Views

1- There is any way to make the fighters cost ship slots? 1.1- If this is not possible, there is any way to make the hangar defense cost ship slots? 2- There is any way to change the amount of CAPITALSHIP SLOTS that the capital ship will cost?

1 Replies 3,042 Views

My mod has only logistic slots (everything need just logistic slots). The tactical slots info, still show in the planet inforcard and on some other inforcads. How i change that??

1 Replies 3,284 Views

Ironclad is a sucess because, they choosed to create a game based on a market. Many game developers try to create a game to everyone, a game that "everyone" will like to play. This make the games not reach their full potential. People have very different tastes and its impossible to fit on all those tastes, so in the end you will need to make changes to get close to what you was wanting at the first place. Yes, some guys that like sins of solar empire, would li

43 Replies 188,196 Views