I thought you couldn't force the AI from researching all of it.
XATHOS
Won't the AI end up researching both, though?
[quote who="Moorleiche2k" reply="1346" id="3229830"]Hey, can you quickfix these issues? Basically I avoid playing Loyalists since one of their greatest skills - Capital Laboratories - is not working. And if additionally the Skylark of Valeron issue would be also fixed in a Hotfix - that would be awesome. I mean playing this Mod is overall nice, but these things annoy me (assumingly not just me ) a lot. [/quote] The labs work fine with me, and I tore apart the
All you'd really have to do is restructure a titan ability with the colonizing attributes in it. It's easy.
It's all semantics, anyway. Only matters the roletype given for the damage bonuses.
[quote who="ZombiesRus5" reply="231" id="3228966"] Quoting XATHOS, reply 230It'd be nice to edit down that long list of warnings. I pretty much ignore it due to the amount. In the rare event I'm reporting something incorrectly please feel free to report it. [/quote] I'm under the impression it's invalid entries from the devs. I just got down playing a 4 hour game on my most recent build with no issue.
It'd be nice to edit down that long list of warnings. I pretty much ignore it due to the amount.
[quote who="AxelDude" reply="7" id="3227097"]So I've removed the research for Light Carriers from all factions and the Light Carrier itself. Tested it for about an hour and it seemed to work.[/quote] Research is futile. [e digicons]:borg:[/e]
I did notice you left in some coding that isn't used anymore. It got fixed when I tore apart the mod. I also noticed you left in some things for future races... [quote who="soase-maelstrom" reply="1342" id="3227070"] I just don't see it ... each to his own ...[/quote] [quote who="Malanthor" reply="1343" id="3227246"]I dont recall that either[/quote] Gentlemen, we are talking about dildos. Let's just drop the matter and move on.<br
[quote who="kcirtap42593" reply="255" id="3227446"]What happened to the Website??[/quote]It got trolled.
[quote who="-Ue_Carbon" reply="7770" id="3226914"] TR;DR: We are working, slowly. Any community teamwork to keep everyone happy till we post something official is welcome.[/quote] My time is split inbetween hospital work and raging over Terraria (see Terraria port and screwing PC community). I also have 3 major titles which will fill me until Jan. of next year coming out next week. Sweet God, I might not ever see the sun again. [e digicons]:drool:[/e] Eh, we
[quote who="-Ue_Carbon" reply="7767" id="3226899"] Go fuck yourself. [/quote] I approve, but you shoulda added the TL;DR before it. More effective. EDIT: [quote who="-Ue_Carbon" reply="7769" id="3226902"]It worked just fine for me. Just tested it again. Or wait, sorry I was looking at me 1.04 update on my desktop. My bad.[/quote] So... you are still working on it? I really don't care since I don't play in DS, but I'll hel
Wait, that update doesn't work? I guess I could look into doing an update if they are too busy.
Assuming you have the textures and meshes in, there is a skybox.manifest file you can reference the mesh in. I don't think you need to reference or add to any other file. I'm assuming you're doing this to an existing mod and not replacing the vanilla files?
I don't ever recall seeing Periodic Actions.
I'd run a test game, through the map previewer, to test it out, though.
EDIT: Scratch that. I haven't had any issues removing ships. I think it'll be fine as along as you remove the associated research, as well.
[quote who="ZombiesRus5" reply="221" id="3225069"]If your trying to link a folder in an existing project that has never worked. The tool expects the mod folders to be located in the actual project folder. That said, the project folder does NOT need to be in the actual workspace. The project folder could be created directly in your mod folder as others have done. To do this, when you create a Java Project uncheck use default location and pick the mod fold
[quote]You see that "Validate Research cost" checkbox there. You have it checked, so it will throw warnings if your research do not have the default costs/times etc. for their tier. Uncheck it if you want to have say a free tier 8 tech.[/quote] I saw the edit and turned it off. [quote]It will only check files in your eclipse project directory.[/quote] That's good to know. Do anyway use the TSOP files as reference files since they clean up alot of those iss
-When I added projects, I copied respective whole folders in instead of linking it in the past. Can I not link these files versus doing copies? I'd rather not have to pull it from the workspace all the time just to test the game. This is what I did in the past. -The reference is set. [img]http://i49.tinypic.com/v30goz.jpg[/img] -The Rebellion items match yours. [img]http://i45.tinypic.com/34jf0c5.jpg[/img] -I did the add/remove O
I'm redoing a fresh input (I'm copying whole files in this time), but that's how I had it set up before. It's still giving me 4000+ errors.
Nevermind, I just didn't set the reference correctly. [e digicons]X|[/e] It's been too long since I used this. Edit: I spoke too soon. [img]http://i46.tinypic.com/mcpw5v.jpg[/img] Went from a few, to too much.
[quote who="GoaFan77" reply="212" id="3224863"] Also note your Rebellion and nonRebellion projects must be in different work spaces.[/quote] It's the only one I have in. I don't have a workspace for Trinity since I don't mod in them anymore, and I've been through the installation process several times and it's come up the same time each time. [quote who="ZombiesRus5" reply="213" id="3224896"] The other possibility is your missing a lot of re
What's the best configuration in the error reporting in Eclipse? I know you can adjust some of the reporting, but seemingly despite what I tweak, I'm still getting several thousands of errors and warnings for things that aren't an issue. It might say it's missing a entity reference for a file that already exists and seems coded right. This is annoying. [e digicons]
Double post, FTW.