mostly80

mostly80

Joined Last seen Member # 4480651
11 Posts 88 Replies 750 Reputation

Thanks Ryat, you've answered my question. That's a shame, I was hoping it would open the research side up a bit more. Lavo_2, sorry I can't help it. It must be my OCD. I've worked really hard to get rid of all the errors in my mod. Does anyone know a way to get what I want? A research subject that opens up more, but isn't near it on the research screen and doesn't cause errors in the dev.

4 Replies 5,812 Views

Hi, I've been looking at the researchfield entity files and have noticed this line: Prerequisites NumResearchPrerequisites 0 RequiredFactionNameID "" RequiredCompletedResearchSubjects 0 I'm assuming that it's similar to the NumResearchPrerequisites, where the research subject can only be completed if previous research subjects have been completed. Although, the NumResearchPr

4 Replies 5,812 Views

[quote who="ARESIV" reply="59" id="3399581"]OMG.... I just quoted my own post without noticing the post was from me.... [/quote] Ha, no problem mate. I thought you had a friend who was having the same problem. [e digicons]:grin:[/e] It's obviously not your computer because your specs are better than mine. The next release will run much smoother. I've just play tested a game for a few hours and it runs much better. I'm just experimentin

129 Replies 743,959 Views

ARESIV, I am making an attempt to reduce any lag later in the game by scaling down the fleet sizes, replacing some ships and structures with smaller mesh files and by modifying the planet and structure slot counts to stop spam building. You're still the only person to report such a lag very early on the game though, who is the second person? What are both of your computer specs? If it's obviously your specs then there's not a lot I can do about that but if it's the mod I can t

129 Replies 743,959 Views

Work continues on my mod. I've spent a lot of time trying to balance out the factions and reducing the size of fleets to make the game run smoother. The Humans are getting most of my attention, with a complete overhaul of their technology. They now start with a basic shuttle and have to research new ship designs to gain access to more advanced ships. Here's a quick preview of four United Earth ships, the Destroyer, the Cruiser, the Cruiser Mk2

129 Replies 743,959 Views

Yep, you'll need to add your new SFX details into the SoundDialogue, SoundMusic or SoundEffects files depending on what it is. They can all be found in the GameInfo folder of your mod. I just copy and paste earlier entries and then add my SFX details in. You'll need to add your sound file to sound folder, obviously.

11 Replies 44,205 Views

Looking very good. I've just noticed the bit about having the Space Marines as a separate race. How about having the Space Marines as the "Titans" for the Imperial Navy instead of a separate race? At the "Titan factory" you can construct a couple of Space Marine Battle Barges, each from a different Chapter with different abilities. This would represent the small percentage that the Space Marines make up in the whole Imperial Army. They would only be deployed to the most dangerous

136 Replies 410,318 Views

I still think it will work and would give the game a WH40k feel. The eldar web way could be sorted by only giving them the phase node stabiliser tech and the ability to travel wormholes. The web way portals could then be setup on certain planets. The random maps could stay for variety but have the main map with the warp gravity wells. Besides I'm sure most of the wh40k fans would want to play on a map that has Holy Terra, Mars, Ultimar etc. and the random maps wouldn't provide

136 Replies 410,318 Views

This looks very promising. I'm a big WH40k fan and would love to see a full Sins mod. I was tempted to start my own WH40k mod but I'm currently very committed to my Dark Space mod. The limited crew/ammo is very similar to my limited tactical weapons (replaces anti-matter), the only problem is the AI's ability to re-arm. Are you planning to have anti-matter regenerate but just very slowly? I'd be interested to see how you sort this out because it would help me with my m

136 Replies 410,318 Views

That's not good after only 4 or 5 planets. You're the first person to raise this problem. I've ran a few games for hours and the only slight lag I get is when a huge swarm fleet is in combat with either the Gorg or Humans. My computer specs aren't that good either, I've haven't upgraded anything in years. I run the game with all detail levels set to medium, low shadow detail and minimum exhaust detail. Obviously your settings will very much depend on how good y

129 Replies 743,959 Views

I agree the Swarm are a bit too powerful at the minute. The next version is well underway. I really like the ideas that have been suggested and agree with the feedback so I'm taking nearly all of it on board and making changes. The Humans: One of the main changes is the re-organisation of the Humans technology. I'm sticking to my original idea of having them progress through space travel technology, starting with access to basic shuttles, then moving on to crude milita

129 Replies 743,959 Views

Hmmm, those sneaky people at speedy share!! They must have just added the file to their premium accounts only. I'm at work at the minute so can't post it on another sharing site. I'll have a look when I get home. Any recommendations for sharing sites?

129 Replies 743,959 Views

Thanks for all the feedback guys. There are some really good ideas which I'm looking to use to improve the mod. I've just been compiling a list of all your suggestions and will be starting work on the next version within the next week. I know I've already said that the Swarm still need a lot of work and I haven't playtested as much with them as I have with the humans but I'd still be interested to hear any feedback or new ideas for them?

129 Replies 743,959 Views

Thanks for the feedback SpardaSon21. The astronaut and shuttle were originally included because I wanted to have a full progression of space flight technology. The player unlocking more advanced technology and ship designs as they progress. I do agree that they look out of place in 2210, especially next the more impressive Battleships. Good idea with re-classifying the ships as 1st generation. I'll look into it. Yeah I know the exploration stage is boring but will

129 Replies 743,959 Views

I'm going to release an unfinished version of this mod in the next few days. It's far from finished but I'm worried that it will never truly be finished in my eyes. If I don't release an alpha version I'm never going to put it out there. The swarm textures are not finished, the research fields are far from finished and I'm sure there are plenty of gameplay issues. I hope you enjoy the mod as much as I've enjoyed creating it! WA

129 Replies 743,959 Views

Still alive and kicking. I've been updating the files to work with the latest update. I've been play testing a version with almost completed United Earth and Swarm factions. There are still some problems to iron out but it's coming along nicely. There were some major problems with the Swarm that took up some time to sort out. I've also been heavily influenced by the Tyranids from Warhammer 40k. The Swarm have had a major overhaul, replacing a lot of the

129 Replies 743,959 Views

Sorry for the necro but I've just started having the same problem with my mod. The AI ships will sometimes move all the way to another gravity well without using a phase jump. This takes a long time and obviously has a massive impact on how fast the AI expands their control. Did anyone find a solution to this problem or know what causes it? Update Nevermind, I've fixed it. It was an ability I gave a capital ship that makes it act as an en

3 Replies 12,584 Views

Sorry AgentDark905 , I'm going to have to agree with what everyone else is saying. Working on a mod is hard enough when it's your own project! That's when you know what your goal is and you're motivated to try and complete it. I've spent the last year and a half dipping in and out of my project, and I never intended it to be one of th

43 Replies 88,527 Views

Can't look at the file because I'm at work but have you added the weapon points in the mesh file?

3 Replies 5,317 Views

This Mod isn't dead yet, I've just struggled to put the time in due to family etc.... I've managed to put some work into it over the past month. I decided to try and learn how to texture myself rather than rely on SZO. He did provide an excellent example of his work, which was greatly appreciated, but I couldn't bring myself myself to rely on someone else for textures. Plus, there are a lot of texture files! I couldn't put all that workload on someone else.

129 Replies 743,959 Views

I recently converted my mod from diplomacy to rebellion and it took quite a few hours. The best advice I can give is to methodically compare the types of files. Open up a rebellion ship entity file and an entrenchment ship entity file and see how they differ, then add the extra lines into the entrenchment file. Then do the same for the research, planet, star, research entity files and so on. Then don't get me started on the galaxy files. Use the debug log to help iron out any erro

6 Replies 5,493 Views