I changed the string file to reflect changes in the Advent research tree. ID "IDS_RESEARCHSUBJECT_PLANETMODULEIMPROVEMENT_PSIHANGARDEFENSE_NAME" Value "Skilled Fighters" StringInfo ID "IDS_RESEARCHSUBJECT_PLANETMODULEIMPROVEMENT_PSIHANGARDEFENSE_DESCRIPTION" Value "Increases the rate of fire for all Laser weapons." ID "IDS_RESEARCHSUBJECT_TITANACCESS_PSIREBEL_3_DESCRIPTION" Value "Allows you to continue construction on
VaughanHFS
Permission granted. I created the post for the sole purpose of sharing. Anyone in the future that wants to use it in their mod, go ahead. Thanks for showing interest and enjoy the game. [e digicons]:grin:[/e]
Yeah, I tried Moddb.com but they gave me small list of reasons why they chose to archive it instead. Most likely due the small size of the mod. I will take your advice and upload it to wincustomize. Thanks [e digicons]:thumbsup:[/e]
I am a dummy. Sorry, when i moved the files from the script work space I forgot to include the manifest file. Without that it causes the mod to mini-dump. I doubled checked the mod this time before I uploaded it. Updated Phase Gate Mod [e digicons]#:([/e]
When I started modding SoaSE, phase gates for everyone seemed like something to try. HERE is my version of it. The mod allows the TEC and Advent to build and use phase gates. [e digicons]:w00t:[/e]
My friends and I enjoy SoaSE:R, until we ran into the late game lag issue. After researching the issue on the internet we learned the lag was mainly caused by the strike craft. Unable to locate a basic mod that reduced the amount of strike craft per squad, I took a crash course in modding. Thanks to all the helpful modding posts, I managed to create a simple mod. The mod reduces the amount of strike craft per squad (only 2 strike craft per squad). I took the strike craf