[quote who="Nomada_Firefox" reply="2672" id="3664623"] I have one question. Perhaps somebody can answer it. What controls the amount of pirate ships attacking you? [/quote] I believe that all is controlled in the gameplay.constants file under a header of pirateRaidDef.
furyofthestars
Ok, thank you. And it tested successfully once I upped the chance of the affect to 100%. My initial run with it, I never saw the affect land on its targets, so I guess I'll have to work on tweaking that. ;)
Ahh, ok. I'll give it another test run, then, only up the "chance" affect to 100% to be sure. How difficult would it be to get it to appear on the UI, or is it impossible for a FixedLevel0? EDIT: And sorry, I should note that I know it will appear under the abilities upgrade button, but what about once I've clicked that? For Caps it is visible there.
Hey all, I've never done much for Titan ability modding before and I'm trying to add a 5th ability as a FixedLevel0 passive to one, but it's not showing up. The same ability shows up just fine on Caps/Frigates. Looking around real quick I see that there are some special things you have to do to get an ability on Titans (though some posts seem to indicate that a FixedLevel0 should work just simply being thrown right in?). Could anyone give me a quick crash
Hey Goa, I just ran a game using only your E4X 1.82 mod that was packaged with your latest release of SWI (Alpha 3.3) and ran into an issue. Not sure if it's with the mod or with the latest changes the Devs made. Will be a long while before I can run another game to confirm. Played as Tech Rebels, researched TAR, and the Pirates remained hostile towards me for the whole remainder of the game.
If you look at the RESEARCHSUBJECT_DECLAREFACTION_*.entity files, that should help give you some idea.
Sweet. :) By da by, forgot to say this way back when you were mentioning shield affects... they look awesome. :)
Hey guys, just checking to see if this needs updating for 1.85?
Wow, awesome. Can't wait to give it a try. :)
I haven't had time to test further, but what I can tell you is on my first run only one obviously had the wrong tool-tip (it duplicated one of them). I didn't realize there were others wrong because they were swapped rather than duplicated. I noticed that during the second run and had to swap the names/benefits around (I had also taken note of what they were called in GF and which planets I put them on). The second run had 3 duplicated in the tool-tip (mean
Goa, you might already be aware of this but figured I'd let you know, seems Sins doesn't like the whole 20 artifacts thing. It seems to bug out on a random 3 (which ones are different each time) where it will show the wrong planetary tool-tip and "losing" the planet does not update the research tree to show them as no longer owned. I do not know if the bonuses are properly removed. Tested via Galaxy Forge in creating 21 worlds owned by player from start with one of e
Wow, I have to say I'm impressed that this is still going on. When I came back from my long hiatus (gotta hate life at times...), I was fully expecting to find a dead project. Glad to see it is alive and well.
Holy poopsicle! [quote who="Mromson" reply="9" id="3639463"] Woah, I didn't expect the game to get any further updates [e digicons]:O[/e] [/quote] Same here! Thanks guys!
I think bluedxca93 was just joking around... having a bit of fun, if you will. Well, that's how I read it, anyway. *shrug*
Never heard of it described that way before... but I think it fits. :P
Yeah, you can either adjust those, or add a moon/asteroid on the back side of the starting worlds. Without the game in front of me, I think the Oceanic and Greenhouse worlds take ~4(?) labs to be able to colonize. AI will not scuttle structures... so typically you're looking at them only being able to build 3... maybe 4 at their homeworld (split between mil/civ), as normal start gives them 2 frigate factories and they'll immediately build 1 cap shipyard (quick s
How long have you let the game run? Off the bat, for yellow on the right, I see a Greenhouse world as their first stepping stone. That requires a fair number of labs to colonize. On the left, blue, I think that looks like Oceanic? Same deal, there. Would be best if you gave each player access to at least 1 world that doesn't require research or a large fleet to colonize (ie, Asteroid, Moon, Barren). If sharing of the map file ends up being neede
I think update 8.1 or one of those did at least add the button back in, but I think it just takes you to the Start screen.
89%, though if I'm gonna be honest, I kind of guessed at a few that ended up being correct. :P Although, in that same vein of being honest, it felt more like a history test then anything else. [e digicons]:S[/e]
I'd like to see a real OS... not something that looks like it was built to cater to tablets, etc installed on a desktop. :P
@ZombiesRus5, Now why have I never noticed the animated blood coming from your avatar's mouth before now?? :)
Ok, well it used to be instantaneous for me. For example, refreshed the site to see (2) next to the subscriptions link. Clicked it, then clicked the link for this thread. In the past, for me, it would then immediately update to (1), yet now it still shows as the (2) and will for several minutes still to come as I move about the forums. EDIT: Yup, about 5 minutes later it updated.
Been almost a week since you asked about this, but figured I'd give you another resource to check out. http://www.enthusiastpc.net/articles/00001/1.aspx
Not sure if anyone else has noticed... but the forum seems really slow to update for me. Things like the number of unread threads I'm subscribed to, or when I give Karma to someone, it takes the forums a few minutes to update my "view" to properly reflect changes. For example, right now, the subscriptions link up top shows 1 unread thread. But when I click on it, I see all of them are read. Probably by the time I finish this post, it'll finally update to corr
Well, it was worth the thought. Ok, it's borked.