DareArkin

DareArkin

Joined Member # 3957702
53 Posts 207 Replies 517 Reputation

Riviaguy- that sounds pretty awesome, actually. Except I'd planned it to be 'One at a Time,' not 'one ever.' as in, they can have one out but if it gets fragged it's replaceable... still, I might do what you said here ;)

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Update. I managed to get the mod to run, merged, but everything said "String not found," most of the the UI was invisible and it instnatly crashed upon playing. What am I doing wrong? They both work independantly!

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No matter what I do I minidump like mad. Help! One of them is the volumetric/better effects mod with several tweaks I made, including a new ability on the TEC Argonev, researchable. Up until now I've been able to add my mini-mods to this as needed. THe other is self explanitory- three new ships, one per faction. Is there some program I'm supposed to use? I've merged mods before, but this one just -refuses- to play nice! HELP! http://www.2shared.c

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okay, what'd I do wrong. I doubled the mesh of the KOL as a test, just that- and it crashes. XP Ignore that. I figured it out. XP

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Textures are automatically resized with it as they are attached to the mesh, and do not have a set size of their own. If you enlarge the mesh by a substantial amount or if the textures are of a low quality they may become ugly though as they basically just get stretched without a change in their resolution. Direct quote from the thread. I think I'ma like this!

7 Replies 3,335 Views

Exactly what tools do I need to do the following: Double (or triple) the size of the battleship from each culture so I can make it into an "experimental" or "Titan" class ship- leaving the way the weapons behave the same, where they line up. It'll simply be slow with lots of HP/damage. And varying abilities. since I can't find a mod that does this how I want, I'ma make one MYSELF. Yanno. If I can figure out how. XD

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That's just it though- it's an ABILITY. I need to add the whole thing over again. the planet (Technically, asteroids and space junk) won't change at all- just one tiny ref code.

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I hadn't thought about that, Goa! I actually might use it too.

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Correct- you can add unlimited to a planet. I don't recommend doing that to tactical- the AI goes totally insane- the numbers of tactical structures can crash the game

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So far I don't think you can have it enable weapons like that. I know you can do ABILITIES- so maybe if you gave it the flak cannon of the KOL and made it so that you have to research it or the gauss cannon- but other than that I'm pretty sure you can't.

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And yes, I had planned it to be like the KOL. I didn't put a timer in the description, but I meant to. XP It might miss, it might not.

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Well. my idea was to have it be slow- and encourage people to NOT camp in the uninabitable areas. It's for a set of maps my friends and I use. And if a fleet sits in the middle of randomly moving debris long enough, yeah- it'll be beat up! that's kidna the point :)

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I do know how to do the tactical/logistical slot thing- I did it myself. Here. You look for PlanetTerranHome.entity THen you go into it and find these codes: path:CivilianModules stageCount 3 stage price credits 0.0000

8 Replies 4,751 Views

I'm working on a mod to make space more 'dangerous.' I know that there's effects that allow for things like decreased accuracy in asteroid fields, for instance. But is there a way to make an ability that'd deal random damage to ships? For instance, a 50/50 chance that something to the tune of 50-100 damage'd smack a ship because of "FLoating Debris?"

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I'm playing on a "medium" map. The one with the star "Matar." and six AI. =P

16 Replies 8,362 Views