Thanks for great feedback regarding this matter. I didn't realize that trade ships and mines should not be a problem anymore, but then again I started a game with around 60 planets, 8 players. small fleet size and after 2 hours my fps dropped from constant 60 to 8-10 with a lot of lag. I thought that once I start killing of the rest of the AI and their fleets that my fps will come back. That never happened. Once there was only one AI left, the fps was still the same
zerokewlz
Working on a small performance increase mod among other things and I need some help regarding trade ships. How do they generate money at the moment? Since one can kill them and thus prevent the player from getting credits, I guess they are transporting the money somehow? I want to remove trade/refinery ships all together and instead have a flat credits/metal/crystal increase each time a trade port is build or a refinery. How should I proceed in order to make it work? Any concr
[quote who="NR2001" reply="244" id="3091849"]If you want a download for this mod straight off the bat, then go to this STARDOCK website to download: https://www.wincustomize.com/explore/sins_mods/143/ (I don't mean to advertise) I fixed up the mod with new entity files. Thanks Ryat for making entity files! Rate it 5/5! Ok you really don't have to if you don't want to. EDIT: I didn't know how old thi
Thanks for the feedback soase-maelstrom, will try the tips you suggested. Just re-downloaded 7z version of extended for diplomacy and it didn't have any errors. jasonQQQ can it be that you have a cached version maybe from the last time?
Maelstrom Expansion for Diplomacy , v1.011 , release 3 ( added 12/01/2011 ) Zip download (517 MB) Maelstrom Expansion v1.011 release 3 Used this as an only mod and I'm getting following "errors" after only a few minutes. Tried 3 new races but the same errors on all of them. * heavy game lag after 10min</
Release 3 for diplomacy is giving me crc errors while trying to test / extract with winrar (tried both the rar and 7zip mirrors). \Maelstrom_Diplomacy_Expansion_1.011_3.zip: CRC failed in Maelstrom R3\Sound\Battle 4.ogg. The file is corrupt Maelstrom_Diplomacy_Expansion_1.011_3.zip: CRC failed in Maelstrom R3\Sound\CapitalShip_Colony_OnSelected_2_Norlamins.ogg. The file is corrupt \Maelstrom_Diplomacy_Expansion_1.011_3.zip: The archive is corrupt \Maelstr
[quote who="myfist0" reply="2091" id="2861265"]New Opening Theme.mp3 or the first mix Opening Theme V1.mp3 http://soa2.weebly.com/ost.html Great job zero. So did you actually make the ships smaller in-game. What did you do to get this?[/quote] Yes, the galor ships are around 50 % smaller ingame now. In order to do that, I rescaled the whole meshes of the ship and it's shields. Only changing the bounding radius did not help. Used the mesh
Seems I have fixed fleet colliding! I just resized both the ship and shields meshes of a ship to 50% of it's size (tested on cardassian galor) and the fleet acted as a fleet ! Seems that my assumption that a frigate must not be bigger than certain values is true. That, or there is a hidden feature in some other files that specify how big a frigate can be in order not to collide with each other. On the previous page, i had a fleet of galors in a mess, but look now ! <img
[quote who="ice27828" reply="8" id="2265832"]what about the ships' rectangle box, what about that part: MeshData hasValidTangents TRUE BoundingRadius 500.100830 MaxBoundingExtents [ 88.552811 59.779999 169.645996 ] MinBoundingExtents [ -91.425690 -59.025002 -170.354004 ] NumMaterials 1[/quote] Waking up an old thread here. Did someone find a
[quote who="myfist0" reply="2084" id="2860230"]You can try raising the BoundingRadius value in the ships mesh files but not sure of its effect on ships. Only did with some planets I made. Make backups.[/quote] Thanks for the tip. Tried increasing the "hitbox" and while in fleet and moving to destination, one noticed that the destination arrows (green line arrows ingame) were actually bigger, but the points they pointed to was still the same. It seems that the engine doesn't take
[quote who="myfist0" reply="2078" id="2860118"]It is possible as long as they don't use fighter style movement. formationRank value and movement usesFighterAttack TRUE[/quote] Sweet, tried that and it worked! Ships were behaving as in vanilla.. (sure a bit boring since they arent moving around as before but.. i prefer it this way as ships with higher range actually sat back and didnt rush in head to head with a capital sh
Thanks for the great insight psychoak, will try those tactics right away ! Btw, any way to get the ships to behave in a fleet? Tried with normal (default) and loose range but ships are still colliding into each other when idle. They are just flying around and are not able to sit still :( example:
I bought the trinity pack yesterday for this mod only. Was just in an 5 hours game and oh boy was it good. First time I was klingon but randomed a few borg on a huge map and lost :( Second time I was dominion and here are some impressions which will hopefully improve the game if the dev team reads these forums :) DOMINION ONLY so far. 1. Dominator (light long range) frigate is useless :( it has medium armor and antimedium weapons. Galor (light) fri