What a great thread! Although I'm very jealous about a couple of things, like the pool and the weather you guys are having. Just had one months worth of rain in one day here in the UK. Seriously. As for real life distractions, my two year old girl, my wife and my job seem to manage between them to take up every waking moment. The only chance I get to sit down and work on my mod is after 11pm when I everyone's in bed. Although a couple of beers later and I'm
mostly80
Been away for the last week and a bit so haven't been able to do anymore work on my mod. Thanks for the comments. I've had some major issues with the textures. The very first version of my mod had very simple textures with no detail. Through some brilliant tutorials on this site I've managed to progress a little further, but they're still causing me a major headache! I might be taking up SZO's generous offer of help with the texture
PLEASE NOTE THE BELOW IMAGES ARE PRE-ALPHA VERSION. THE TEXTURES HAVE BEEN GREATLY IMPROVED FOR THE ALPHA RELEASE. The Human faction or United Earth as I've called them in the game are almost done. Here's a sample of what some of the ships look like. <
The ship slot count is controlled by the RESEARCHSUBJECT_MAXSHIPSLOT entity files in the gameinfo folder. Alternatively the actual ship entity files could be modified to increase the cost of each ship's slot count. There's already been plenty of work done in this area. I'd suggest searching the forum first to see how others did it.
Thanks guys. Spardason21 - Thanks, I never considered the AI struggling with the resupply of tactical weapons. I'll look into it, any suggestions? Velisx - I still need to finish the research trees and add a few more Swarm ships before i even start looking at adding the two extra races. I'm not going to let it drag on for ages but I don't want to release a half finished mod. Work and family tend to get in the way too. I might release a beta in the next couple
harpo - The extra line in the mesh is just desired. The mesh will load in rebellion without it but it does cause an error message in the dev when loading the game. dondurito - Thanks, forgot about that one.
Dark Space This is a total conversion mod, at the minute there are only two selectable races, but I plan to add two more. 1. The Humans </spa
I've just spent the last day converting my mod files from diplomacy to rebellion. Thought I'd share the changes that need to be made to save anyone else having to look through and compare the files. The entries in red are the new lines of text that need to be added: Entity files -------------------- The following are for the ability, buff, research subject, ship and planet module files. 1. effectInfo effectAttachInfo attachType "Center"<br
I use a program called biturn. You can download it here: http://www.hiveworkshop.com/forums/tools-560/biturn-0-86a3-62934/ Sorry on closer inspection of your post I've got it wrong. Thought it was 3ds files you wanted converted.
Not sure what the large ones are used for, probably something ingame, while the smaller ones are used for setting up the players. Sorry can't help with a template, just trial and error. I tend to draw a box around the icon then when editing it stay within the lines of the box. I think if you have the game running then make changes, they appear immediately. This should make it easier to edit.
If you open the file and look at the bottom half of the page there are very faint, small versions of the icons. I think you just need to make your changes there and they should show up in the game.
I've been using an ability that uses this: numEntityModifiers 1 entityModifier buffEntityModifierType "ChanceToHitAsDamageDealer" value Level:0 -99.000000 Level:1 -99.000000 Level:2 -99.000000 It makes the ship that casts the ability impossible to hit, the ability only works for a short amount of time. I suppose this simulates stealth because enemy ships can't lock their weapons onto the ship. <
Could be any number of things that causing the minidump. Is it bringing an error message up first? What does that say? I assume you've moved the Ability entity file for the jumpgate ability to the gameinfo folder and added it to the entity.maifest file? Sorry if that doesn't make any sense but I don't know how familiar you are with modding.
You should just need to download the [v0.422]Babylon 5 - Sins of the Younger Races {Diplomacy1.34} *UPDATE 1.1.2012* by TobiWahn_Kenobi. <div class="a
Thanks for the replies guys. Thanks for the info SemazRalan, but I don't want to give experience to all my ships through research. Just ones that are nearby to the Academy planetmodule structure I've made. This should give the impression that the ships nearby are attending the Academy. I want to make an ability linked to this structure that overtime will give out a steady trickle of experience. I think the only way to do what I want is to create an enemy ship from th
Hi guys, I'm trying to create a structure that gives experience points to ships within a certain radius, sort of like an academy for spaceship crews. I've tried using the Advent resurrection ability but that requires a capital ship to be destroyed first. Is there a way to give experience? I've been thinking about spawning enemy ships and destroying them straight away but without the explosion or sound, but I can only spawn friendly ships. Is it even p
Thanks guys, the ability sounds like it will work. will have a look for it. Ryat, I think the tierlabexist line only refers to the research labs exisitng.
I was wondering if it's possible to link a researchboolmodifier to a specific structure. What I want to do is link the Hyperspace detection research to a structure that is deep space listening post. This means that you can only detect ships entering phase space if you've researched it and have the correct structure built and it's alive. Is it even possible, or once the researchboolmodifier is complete is that it finished?
Thanks guys, the gameplay.constants was the answer I was looking for! To make one lab give all research it needs to be: ResearchData tierLabCount-0 1 tierLabCount-1 1 tierLabCount-2 1 tierLabCount-3 1 tierLabCount-4 1 tierLabCount-5 1 tierLabCount-6 1 tierLabCount-7 1
I'm trying to change it so that one combat lab = all combat research and the same for the non combat lab. The idea is that it will be a massive, expensive structure but do the job of eight smaller labs. I don't just want to change the spawn count in the entity file so that I get eight small labs. I've tried changing the research files to require only one lab but I keep ending up with minidumps. Any ideas guys?
Thanks, that's what I wanted. It's the Frontend.galaxy file that does it.
I'm trying to change the video that plays in the background when the main menu is up but can't figure it out. I know it can be done because it's been done in the Stars mod. Any ideas?
Thanks for the replies guys. My modding abilities aren't that good and I tend to just modify existing files to suit my need. I've been trying to add: DamageApplyType "BACKLOADED" to my files but keeping getting minidumps. Do i add this to the ability or buff files and where abouts in the text?? EDIT 31/08/11 Sorry to bring this up again but I don't think that it's possible to set the damage to be backloaded for an ab
The idea is to make an ability where a weapon is fired at a planet, the projectile moves very slowly and when it hits the planet it destroys all enemy forces in the gravity well. I've managed to get it working but it's damaging the enemy too early. As soon as the weapon is fired all the enemy explode. Which makes the slow moving projectile and the huge explosion effect irrelevant. I think it's something to do with one of the BUFF.entit