@ Seleuceia : my thought on that is the the AI would just sit there all day firing away. it would work I guess, tho... I mean make it so that enemy scouts can't "detect" it and make it target-able. @GoaFan77: If I were to make an educated guess based on what I have seen in various game files, the AI would ignore that, and just go about it's merry
theColonel26
I'm making a race that is extremely defense centric and I'm trying to figure out how to make a specific mine undetectable with out altering any other mines in the game. I 'm having no luck so far. Any one have any thoughts. I
lol yeah i figured most of that out when I couldn't get the game to load. I had like 50k errors. so I added them back. [e digicons]:grin:[/e]
Sweet it's working now. Thanks Guys I actually like the old way of selecting a race better anyways.
Thanks guys I'll try it out and report back ETA: about the manifest: I make a copy and put it in my mod folder right? also since it has a list of all the files in do I need to remove the ones I haven't modded and that aren't in my mod folder?
I am trying to add a new race in Rebellion, with no luck. I copied the PlayerTechRebel.entity and renamed it "PlayerSing.entity". I changed the line raceNameStringID "IDS_PLAYERRACENAME_TECHREBEL" in PlayerSing to raceNameStringID "IDS_PLAYERRACENAME_SING" I added these two lines to the English.str file [code="javascript"] StringInfo ID "IDSPlayerAINameSing0" Value "Sing AI" StringInfo &n