his textbinner not working? o.o
BadTune
[quote who="SpardaSon21" reply="6687" id="3048825"] Quoting BadTune, reply 6685you forgot to fix the vasari Flagship research in your re-release >. What was wrong with it in the first place? What do I need to do to fix it?[/quote] it is un-select-able and appears half way behind the bombing range increase tech gotta change the block line to block 2 and the coordinates from [ 5 , 4 ] to [ 5 , 1
*strangles Stant* Stop ignoring my input!!!!! you forgot to fix the vasari Flagship research in your re-release >. *rolls back folder*
[quote who="Stant123" reply="6679" id="3048509"]Huzzah![/quote] *slaps* not good enough!! like this *deep breath* *** **** **** * H U <span style="c
You could look into the flagship files and alter their few weapons(I just used notepad++'s compare feature and swopped out their projectile to beam on the one's they needed changed) worked out nicely, though I had to go back into all the caps and replace the squads with Elites. works out nicely ^^ But I had to add a few files into your mod Norbert =D
Yeah i saw it appear and explode in like, 2 seconds lol so instead I put the auto-cast on default to false lol
[quote who="Stant123" reply="6669" id="3047481"]That's why it's called an escape pod. I could however make it fake build something (by that I mean build in spirit, not actually build) by way of disabling movement and making the self destruct take much longer before it actually happens and calls in the flagship. This way you would have to start the process in a relatively safe place or risk having the escape pod blown up. Thoughts?[/quote] I like the id
yeah, that's what you said that I couldn't remember, and now I remember why I stopped nagging at the idea o.o and i figured out that buff...it's an auto "revive"? x.x
Fine, what does it do? ;O
It was a compression issue. they got corrupted in the process somehow, that's why they wouldn't convert again. lol, hit submit too soon. But, good job Stant, and thanks for the clarification =D I've been messing with abilities here and there but I haven't delved too far into the spawning ones. Did something to the starbase phase gate that I think made it tremendously more effective. Set the autocast available and moved the duration time 60 seconds short of the
Hey stant, are the escape skill supposed to spawn things continuously, or is the finish condition line not necessary for the skills? I just see "spawns ships at planet" but I don't know if that's frigates/drop-ships/or what.
Flagship mod breaks because of the flagship buff abilities Buff___Escape.entity [quote who="BadTune" reply="6643" id="3045670"] Buff_____Escape.entity are refusing to convert for me and I've narrowed the issues down to just these 3 files. but reading their pairing Ability______Escape.entity, these are apparently the ultimate skills. I downloaded the file 3 times and these 3 still refuse to convert so I'm wondering still if something got corrupted in the upload, or if anyone el
The entrenchment version of it should, yes. I think 1.053 is just steam's 1.051 why they added 2 to all the versions, lord knows >.>
Hmm, the dynamic move and beams not getting along is irritating me now >.> Thought I had it worked out but..you know those "funny coincidences" that happen...yeah, game started up, got them all shoing on the list....somehow a few of them dropped out between play and game start.......Rawr......back to square one, but I'm not givin up!! Update: BAH!!! all that nonsense for nothing!! the flagship part of the dl got corrupted, won;t even stack alone with DS without a min
Of course, can't rush greatness ;p gotta wait till it stops before you smack it with the baseball bat of change ;p
[quote who="Draakjacht" reply="210" id="3044560"]hmmm... I have to admit that I am curious what the ability changes look like. That makes me wonder how hard it would be to yank my favorites from every graphic mod and just make a personal playground of light.[/quote] Can i get a copy of that when you're done Draak? =D
and Karma for Stant [e digicons]:thumbsup:[/e]
nah, the Advent starbases have about 5x the faces of the other starbases and are about 3x the size as far as data goes, they devour your ram lol. That was the last thing I remember the major and civ were looking into optimizing and cutting down their face count but I haven't seen anything about it since they update.
nope, just the Sol Gas Giants, be kinda ludicrous to have that many starbases around xD not to mention I'd be at the frame by frame game play in no time with all those advent bases lol
Yes, but most of the Sol system maps are Tech only, that's why i brought it up to 3. if they could move about freely then yeah, 2's plenty ;p And I'll admit, I am a bit of a turtle player =X i take a planet, build it up with my fleet there, move to the next, repeat and build up my fleet and planets the more resources and supply i have =X, plus with culture following my fleets, every race gets that nice huge boost in stats for ships and modules ;p
Thought they already had custom GUI icons and textures already o.o Also I kinda snuck in 2 extra starbases for the gas giants, I mean common, their gravity wells are massive. No way in hell would someone just build ONE starbase and expect it to cover ALL that area all by it's lonesum. 2 was fine, but 3 gives a nice variety of placement options since they can be "phased in" at about any direction thanks to all their moons >.> New subject: I've been
[quote who="Draakjacht" reply="6629" id="3045294"]Romans, but do go on[/quote] Greece predates Rome ;p when talking of Jupiter/Mars/Mercury/Venus/etc. it's referred to as Greek Mythology. Also, Rome's big "advances in universal knowledge" only came about when they discovered 'ancient' scrolls about astronomical bodies written in Greek, By Greeks, For Greeks ;p They even named them "planets" meaning "wanderer" 'cause they moved a
Hey guys, found a small "oops" in the Sol planets. Saturn/Jupiter/Uranus/Neptune must have gotten replaced with some old files. In game they say " Need Research to Colonize " the planettypeforresearch lines have "invalid" in them instead of Asteroid. So they Are colonize=able with research...but there's no research tied to them. Just giving a heads up before you start getting questions of "why are the gas planets broken" and other
make sure it's not buried a file too deep and make sure you took the extras folder out(those are to be added seperately as independent mini-mods)
lol, the comp just came at me in waves with about 15-20 caps to start ranging lvl 4~10, I had 6 advent caps and I mopped them up xD I lost 3, they lost all 20 and continue to lose the groups of 2 and 3 they keep sending xD but yeah, I know of the epic fleet collisions between many caps, but I'm more a Quality over quantity kinda guy ;p P.S.: planet i was at is now mine, surrounded with factories, and Resurrect is quickly fixing that "new ship smell" >=3</p