GuillimanTeunckens

GuillimanTeunckens

Joined Member # 4087358
1 Posts 11 Replies 87 Reputation

Those are by how much they restore/repair their shields and hulls. Sadly not what I'm looking for. I'm trying to change the display time it takes to update. For example, anti mater, if you watch a ship you can see it go up, one, two, three, four. High rate means this happens faster, but it still counts 1-2-3-4-5-6 etc For hull and shield, the display is every few seconds, so if they repair lets say 10 hull damage per second, it shows 100 dam

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I'll just put this in this thread, hopefully someone sees it, though not super important :P Is it possible to change the time it takes to update shield and hull values to that of antimatter? Currently hull and shields HP update every few seconds (like 5-10?) Wondering if there's something I missed in the entity files that has the update time. Checked everywhere, and I'm thinking that's hardcoded :(

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This was soo much different :o 3h 30 min game, 7 AI + Me, 5 stars 110 planets, after the 3h 30min mark it started to lag again. But it's much better then slideshow at 1h+ Now I'll change the port to have 1 instead of 3, and keep to smaller maps (5 stars is hude oO, that game would take days haha) On a side note, increasing starbase cap for home planets to 12 hurts!

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[quote who="gruntmaster1" reply="16" id="2614683"]The only thing that would effect performance would be the reduced cooldown as that would mean more effects, but it shouldn't be an issue. The game can handle a max of the 2 gb ram which can be an issue if you increased the fleet size etc.[/quote] I just searched the tech section of the forums and got a link to the 'large address aware' fix. I did the same a long time ago for Supreme commander, so the game should now be able to make use

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How much does say, higher values on health (hull, shield) damage and lower cooldowns (so more damage calculations) effect performance? My games always become a slideshow after 1h-1.5h of play with 2+ AI and sometimes the application ends in a runtime error. I'm sure it's not graphical lag and I doubt those extra numbers of health and dps can cause such an effect. It almost feels like some form of memory leak, could this be a result of a broken limit? If so I need to go trough everythi

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A few followup questions,ragarding weapons, bank targets and effects. How does TargetCountPerBank work for lasers, missiles and beams? I changed the TEC battleship to have a TargetCountPerBank of 4, this makes the four beams go at four different targets. However it looks like each beam has the same damage as previous before I buffed it (TargetCountPerBank of 1) But the ingame display shows normal damage, yet stuff dies a lot faster? </stron

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Hi, I'm wondering if the AI uses modded tech levels. For example, if I made the tier 3 metal extracting tech (+%) from 2 research levels to say 10, would the AI try to keep teching to the full 10 levels, or just the first two? Does the AI get stuck if I make tier 1 tech more then two levels and put the tier 2 techs with higher previous level requirements? Another question I have. Is there any wiki type of websites for modding SOASE? Pages with reference/explanat

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