The download links for the entrancement version no longer exist! I don't have rebellion.
GuillimanTeunckens
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
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 :(
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!
Yeah I played a round and it still slideshowed :/ Going to remake my mod from scratch and half the total amount of ships the research gives, same for cap ships, going to lower the amount of trade ships as well but increase cargo hold to compromise, then it'll test in a large game.
[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
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
Really? That's interesting, it doesn't crash or throw errors, ill give it a test later on with beams, easy to see how many different ones they shoot.
Aha makes sense! Thanks a lot :) Yeah I gave Starbases 5 extra bank targets trough the research. I lost my whole fleet pretty fast xD Back to the drawing board.
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
Thanks so much for the replies guys and/or gals :) This helps me loads!
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