Yes, you can add multiple weapons to a frigate, just name the emitters "Weapon-1" instead of "Weapon-0", and add the weapon into the entity and it will work.
Terraziel
In GalaxyForge, with nothing selected, in the Display subsection in the Toolbox there is a field called "Browse Picture" (just beneath the scenario description) in which, using your previous example, you would enter "ScenarioPicture-randomwars" noting the lack of file extension.
You did set the map to use the image right? it doesnt do it automatically (As i am aware)
Here is the answer if you want to do the math. Stats for the TEC battleship (taken from the entity file) MaxHullPoints StartValue 3000.000000 ValueIncreasePerLevel 120.000000 MaxShieldPoints StartValue 1250.000000 ValueIncreasePerLevel 135.000000 HullPointRestoreRate StartValue 1.500000 ValueIncreasePerLevel 0.100000 ShieldPointRestoreRate StartValue 3.000000 ValueIncreasePerLevel 0.200000 ArmorPointsFromExperie
Assuming the files haven't been converted to binary, then you would have to go into each individual planet*.entity file and change the fairly obvious entry that deals with resource extractors
Firstly posting this in the modding forum probably would have got you help quicker. 2. you have to write inter-star wormholes in by hand, otherwise you just have to select the phaselane between the two wormholes and change its type 3. Check out the GalaxyScenarioDef.GalaxyScenarioDef File (there is a copy in the GalaxyForge folder), it contains all the definitions of the templates. and for part 2, to add a new item to a planet with out using a template you need to add a new gro
Firstly, monthly Subscriptions for non-MMO's are in general a terrible idea, in part because "you" (as a company) are forced into regularly creating things to justify the subscription cost, which puts undue pressure on the developer and would lead to empasis on quantity rather than quality. And in part because PC gamers dont expect to (and won't) keep paying to be able to play a game they have already purchased once. Second, I happen to quite like the micro-expansions concept (ala Obliv
You need to put ALL the GameInfo files in to the GameInfo Folder, whether you have changed them or not.
Though I havent tested it myself, from what i can remember those who have tried this before decided that adding capitalships to pirate raids isn't possible. My guess as to why would be that the Raid can't handle capitalship entities, it would probably work if you created a frigate entity out of the capitalship, though obviously this would remove levelling.
To be fair to the Starcraft people they are probably just getting their revenge, because when Starcraft was first released a hell of a lot of people just bitched about the races being 40K rip-offs. (For the record, likes both Starcraft and 40k)
My vote is for Evil Undead Robots (Though they probably shouldn't be as overpowered as the Necrons are, then again no sensible race should be) Additionaly i feel this needs responding to [quote]Well I haven't really seen the Eldar described as 'space elves'[/quote] Then you have not been paying attention.
An Update so that people dont think we have vanished or given up [link="http://www.moddb.com/mods/10796/legend-of-the-galactic-heroes/news/"]The ModDB account[/link] [link="http://www.modcraft.net/community/index.php?showforum=737"]A Re-link to The Forum[/link] For the record, you may have to sign up for a modcraft account for our forum to become visible, but after that feel free to post any suggestions.
[quote]I think that the Vasari use credits as a reward system. If they didn't they would break down like the Soviet Union ( no offence). There is no reason to make a better produce, if there is no reward for it.[/quote] Surely thats the point though, there is nobody making a product, the nanites do it so no person is doing anything worthy of being rewarded, unless your suggesting they pay their slaves. and additionaly that requires there to be justification for [B]credits[/B] b
Surely, if you are wanting to pick holes in the gameplay\lore connection,the better question would be: Why do the Vasari have credits at all? In general the Vasari would have no need for any form of currency, Firstly, If we assume that their nano-tech is at a sufficiently high level to single handedly construct starships, then it could almost certainly be used to create any inorganic good, as such the chains that a monetary economy requires wouldn't exist, you would simply have
For Mesh files atleast you only need the ones you have changed, i run my mods like it. and as no one else has mentioned it, changes to Particles requires all other files as well, atleast i think it does.
Not to hijack the thread but... [quote]Is it possible to do test battles. Say you want to pit 70 LRMs up against 40 Illuminators. Is this possible with Galaxy Forge?[/quote] Actually this is possible to do with Galaxy Forge. I have a map set up for me to test combat in my mod. All you need to do is create a very simple map, literaly two planets linked together) Then Right click the first planet --> edit, select the "Current planet" tree in the left hand column
Has anybody discovered a way of limiting the effects of research (say armour upgrades) to specific ships\facilties\whatever ? Because as far as I have discovered its all or nothing, for everything except weapon damage\range\rate of fire, and some of the planet upgrades. Which is a bit rubbish to honest, but maybe i have just missed something horribly obvious, which is always possible
The definitions of all the Local Militia fleets are at the bottom of the GalaxyScenarioDef.GalaxyScenarioDef file, but i would recommend reading through and understanding the file a few times first because its picky and probably the most likely file to cause a crash
Actually, Even if you did as Maico described you still wouldn't be able to have them as a seperate ship class. That would require creating new roletypes which we can't do As it stands the best you could do is add it to the frigate factories build page
Adding damage to banks that dont have emitters (What you have done in Uzii's 1st two examples) should NOT hang the game, the weapons wont work but the game should still load. Having looked through the files Battleship Changing the "linearspeed" is quirky at best Carrier You left in the code dealing with the planetary bombardment weapon despite, removing its ability to do so
Yes, as it stands entityTypes are beyond our reach.
The first thing to note is that the textures set up as described in the tutorial will NOT appear in 3ds Max itself, they are solely done for reference by the exporter, and as such you have to play your mod each time to see if they have worked. Though, that said.... Second is that the latest version of the exporter is imperfect for many people (Myself included), but if you follow [link="http://janvanderweg.com/SOASE/index.html"]This Link[/link] you can download v1.0 which works perfectly
All my attempts (granted not very enthusiastic attempts) to add weaponry to planets failed, from what I could guess adding them as abilities doesnt work because whilst the planet is still neutral the "Enemy" and "Friendly" targetting tags don't mean anything, and additionally planets don't seem to have the "cast abilities" ai chunk attached to them so at best it would have to be done manually
Weapon type vs armour type damage modifiers are all in the gameplay.constants file
yeah reload it completely, so hit run and select the script again