vrishnak92

vrishnak92

Joined Member # 4588887
2 Posts 24 Replies 278 Reputation

While I know that the following things I am asking for may never happen, the one thing I do know, is that never asking guarantees this: The first thing, is for map making itself (something I like to do), & it boils down to the ability to dictate what is spawned for a planet, namely the number of resource asteroids that spawns for a gravity well (both neutral & colonizable), & the ability to force a neutral faction to spawn for a planet that is not owned by a player (

13 Replies 284,534 Views

[quote who="JoshuaTedder" reply="2644" id="3646234"] No matter what I do, it doesn't want to work. In this version, the ship is disabled but the resource extraction rate does not change and the name/description reads "string not found," even though I indicated which string to read in the English file. I did add the ability and the two buffs to the Entities file. Though when I changed the extraction rate bonus to a periodic action with a pulse interval

2,761 Replies 7,618,479 Views

[quote who="GoaFan77" reply="2600" id="3642536"] Quoting ZombiesRus5, reply 2597 unit unlocks ignore priority That hasn't been my experience actually. Of course I'm only doing this for special strikecraft research, so it may be different for required roletype frigates. [/quote]</p

2,761 Replies 7,618,479 Views

I figured out a solution, gonna make a high priority no tier research where the ai declares itself to an ai only faction that ends up removing the carrier as a research and build option. kudo's to Lavo for helping me with the details.

2,761 Replies 7,618,479 Views

[quote who="WA-Numenor" reply="2593" id="3641997"] Quoting WA-Numenor, reply 2586 Is there any way I can prevent the AI from building carriers, or at least tell them to build less of them. Their carrier spam is causing my game to lag to the point where the game is unplayable since I am only getting 8 FPS late game.

2,761 Replies 7,618,479 Views

Currently GoaFan77, all priority lines for research (for frigate access) in the base files ARE at 0.00000, I've been looking through them to see if that would work... So annoying this is

2,761 Replies 7,618,479 Views

Now I and my buddy have a problem, we can't get log in to Ironclad online, when we click, it kicks us back to the main menu almost immediately with the message "Disconnected from Ironclad Online"

21 Replies 199,422 Views

[quote who="psychoak" reply="2554" id="3622016"] It's a count, just like all the others. Counts come before lists. Such as the counts in the player files for all the objects used by the side. The ship spawn code is a list, you can increase that count and add multiple stages for higher level spawn groups with more ships. I don't believe the random event system can use multiple levels as there isn't any mechanism for them in the works, but I never checke

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[quote who="soase-maelstrom" reply="1643" id="3621996"] Hi vrishnak92, It is always good to know what you are getting ... You can find the change log here (News for Maelstrom Mod, December 2015, Rebellion) http://www.moddb.com/mods/maelstrom Cheers [/quote] Thanks very much

1,681 Replies 4,209,178 Views

[quote who="CPTRhino" reply="2" id="3613168"] Well, I fooled around and found the fix myself by accident. Instead of double clicking to add a planet I worked around the system by using the "Right Click" then "Add Planet". I was able to finish my project. There are 46 systems and 386 planet types. At least 184 of those planets consist of "Jumpholes" or "Jumpgates" and not every system has "Planets" Some areas are deep space with only stations. Thanks for your insight NovaCamer

4 Replies 6,056 Views

Haha, i just had the same issue myself, and the problem (at least for me), was that i tried to setup a module to be built in a uncolonizable gravity well using the templates in the galaxy scenario definition file. What i did was try to give the pirates a trade center in the gravity wells they appeared in (not just their home planet), but the game refuses (hardcoded) to allow that to happen, so it results in a crash. Hope that helps.

2 Replies 9,388 Views

Hey, i know you said you put the changelog in the download itself, but i am a person who prefers to be able to read the changelog before i download something, to see if its something id actually be interested in. Hope to here from you.

1,681 Replies 4,209,178 Views

So, new problem...... well, less of a problem, and more of a "need help with this part, not sure how it's supposed to work" question, there is a line in the RandomEventPirateTitan.entity file (for creating the Mad Vasari Event) called "SpawnShipsLevelCount #" now, ive tried fiddling with this number, but as of yet, nothing noticeable seems to happen, does anyone have any clue as to what it does? I had assumed it would determine the starting level of the titan (or un

2,761 Replies 7,618,479 Views

So I've run into an issue when modifying the RandomEventPirateTitan.entity file and its subsequent conversion from .txt to .bin. First, when i make the conversion and the converter reaches said entity file, i will get a windows error that says a problem occurred, does its usual solution check, and then when i click close, it will continue with the rest of the files. After all of it is done, if i run the game in the dev version and get a few errors concerning the sam

2,761 Replies 7,618,479 Views

[quote who="Blair Fraser" reply="493" id="3601344"] No, it can't be compensated for. There is explicit logic that says if I don't have a Titan, build a Titan and put everything else on hold. The correct logic is if I don't have a Titan and I'm not already building one put everything else on hold. That way, once the Titan begins construction everything else can resume. I guess you could compensate by making the build time for Titans zero [e digicons]:P[/e] <br /

543 Replies 1,410,415 Views

The one thing I have noticed when you add these to planets with there default templates active: each asteroid that you place will REPLACE the asteroid that would have otherwise spawned. So if say, I placed an extractor with its Rates & Refinery quota set to say... Metal 9 20.0000 50.0000 on a home planet, then that super metal extractor would replace the one that would be spawned by the template, but the second normal one would still be in pla

3 Replies 33,623 Views

After some discussion with Goa about modding and such, we came upon the subject of placing custom extractors on planets, mainly using Notepad++ to do so, since the Galaxy Forge can become quite unstable when placing them using the tool provided. So what i have here in the link below, is several screenshots of some reactors that i placed using Notepad++ as well as the syntax. Take note that the extractors are "named" as in, i set them apart from eachother by giving them

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I've noticed an odd bug that seems to affect Vasari scouts... when I send my scouts to auto explore, anytime I have wormhole research queued, my scout will just start driftinrotor wards the destination of the wormhole, when it reaches the other wormhole(by drifting) it stops. But it will still be a part of the other wormholes well, way outside of its boundary, & unless I tell it to do something else it won't ever go anywhere again(this agfects the ai as well, as I have had a fleet

82 Replies 297,747 Views