Terraziel

Terraziel

Joined Member # 2392017
2 Posts 89 Replies 716 Reputation

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.

6 Replies 14,670 Views

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

17 Replies 20,243 Views

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

7 Replies 27,273 Views

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

145 Replies 123,858 Views

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.

8 Replies 7,586 Views

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.

59 Replies 91,970 Views

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.

82 Replies 75,325 Views

[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

27 Replies 48,166 Views

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

27 Replies 48,166 Views

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.

10 Replies 7,643 Views

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

13 Replies 5,475 Views

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

0 Replies 2,349 Views

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

5 Replies 5,223 Views

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

5 Replies 6,535 Views

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

22 Replies 14,566 Views

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

20 Replies 13,639 Views

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

5 Replies 3,869 Views