After having spent a while trying to figure how much meshes (or atleast helpers) affect what a unit can do (quite a bit I think), I noticed that were a selection of meshes for things that got removed from the game for some reason, so more than a "ooh look left-overs" im going for "how totally were they removed?" 1) There are meshes for more squadron types (gunships specifically, the TEC one is quite cool the others less so) which could be taken to mean the engine should or did support
Terraziel
The only one i can help with is... It is because they require a hangar (which is a helper-dummy attached to the model) to operate properly, adding one is still pretty simple (takes about 5 minutes) but requires, well i use 3ds Max and Stannum's exceptionaly helpful script to do it. so unless you have 3ds Max (or equivalent), making them spawn at the ships is impossible, though i did notice that they seem to spawn at the ship after you phase jump once for some reason.
Yes, just adding the "AbilityHyperspaceDisruption" to a ship will work, and to up the effectiveness you need to edit the "BuffHyperspaceDisruptionTarget" entity files.
Creating a new fighter type is easy, adding it to a unit is easy(personally i have added Interceptors to the Anti-Fighter Frigates) but so far the things which i have discovered cause crashes (relevant to Interceptors) are: Trying to have more than 2 types of "squadTypeEntity" on 1 Unit Trying to select as a group units which would make there be more than 2 types of squad in said group. Personally i think both are something to do with the UI and Button placement, because i
PeriodActions can be used on non-passives, because its literally just a way of repeating actions, ie it uses a "buff" and then X seconds later uses it again, for however many times you have set it to. something i have just noticed is that there are no finish conditions for BuffIonBlastEngines, which might be causing the crashes (Im not sure i havent tried creating a buff with out finish conditions)
At a guess, and something i probably should have pointed out, but its possible that the "OnChance" trigger only works with "PeriodicActions"
As there is nothing explicit in the entity files for each Capital Ship about Capital Ship slots, but there is for normal fleet cap, its entirely likely that the game merely counts how many "CapitalShip" entities you have control over and compares it against the CapitalShipMaxSlots count you have from research. Ie you cant make capital ships not take up any capital ship slots granted thats from a quick look, if you find a way of doing it feel free to share.
Just wondering if anyone has succeeded where i have failed and managed to get "Fighters" to have abilities? I've tried adding them to both the squad file and to the fighter file but neither worked, after which i just assumed that the "Fighter" entity type doesn't support abilities
Off the top of my head you could make it work by creating individual buffs for each effect and then putting them into the AbilityIonBlast or more likely the BuffIonBlast as bufftypes under an "InstantActionTriggerType" of "OnChance".... Basically you would just need to fill the BuffIonBlast with varrations on.... buffInstantActionType "ApplyBuffToSelf" instantActionTriggerType "OnChance" buffApplyChance Level:0 0.0100000 Level:1 0.0100000 Le
1) Personally instead of increaseing the number of squadrons, i increased the number of craft per squadron, largely because this way you get more actual fighter\bomber per carrier but still have to make a choice between choosing a bomber or fighter squadron This is done through the entityfiles beginning with "squad" (which is which race is fairly obvious). To increase the number of squadrons per carrier\cap ship involves editing each individual ship there is a field that says "maxNu
Not to seem ungrateful to the Devs, but Question Which is likely to come first if i ask nicely for both? A list of all the various ActionTypes, ActionTriggerTypes, FinishConditionTypes, etc etc? Or the rest of the forge tools? because im sure some of the ActionTypes are mutually exclusive, and im assuming atleast something in the mod tools would point this out, or at the very least contain a way to test stuff before its in game, so that i dont have to crash sins every
Having just had a play around changing different things, I think that its entirely likely that its part of the entity type, and as such you would have to re-do everything to be based around fighter\squads, how transparent you can make the change im unsure.
As far as i can tell (at a quick glance) to have a specifically yellow ice planet, with out affecting the normal ice worlds, you would have to create it as a new planet type which would involve the following import planet_ice_0 mesh into say 3ds max Retexture it export it as an XSI convert it to a mesh copy the planetIce.entity file and rename it replace the entries refering to normal ice planet meshes with your new yellow ice planet and add it into the galaxyfor
[quote] 2. I dont really like how the dmg is shown on the enemy. Example: I have 1-2 ships firing on an enemy. When i hold my mouse over the enemie i can see the HP and SP. What i dont like is that the HP and SP jumps from lets say 200 SP to 140 SP. Just like that. Another example is if my whole fleet is firing on a battleship and does MUCH dmg i still JUMPs... Like "haha ive got full power and health. Oh wait... no i dont... i only have 800 hp left" I would love to se the HP and SP
For the record, you can, and it would be easy to, make an artifact the prerequisite for a ship as they are just handled like normal research.
Well currently even though we can now edit the binaries i have had only limited success, my first test was getting planets to spawn heavy frigates instead of constructors,(via swapping their frigate role types), unfortunately whilst this works it breaks both the unit ai and build menus (The construction frigates no longer auto-build structures and can leave gravwells, and the build menus are on the heavy frigate and they cant leave gravwells). Logically this proves that Unit AI is obviously done
I figure at the very least i should be able to just design the "building" call it a "ship"(for engine purposes) and make it spawn it. the only issue would be how it picks the spawn locations. and so that i dont make bother making a second thread. Yes im complicated. Now the game evidently has firing arcs even if it doesnt have animated turrets, but... How do firing arcs work, and how are they set? are they just general directions (ie the weapon points left so you can
Yes, moving your capital is definitely worthwhile, in fact almost essential (on random maps atleast), There is the obvious additional reason of starting making a new capital before the old one is destroyed (should you be in such a situation) so that the morale loss is removed. In general dont get attached to your first planet, as it is almost certainly not in an optimum location for anything; especially if your first homeworld is next to a wormhole (which has happened to me 4 times), which makes
I bought it on release day via (Visa) debit card, and got my serial number instantly, so was downloading it moments later.
Perhaps reading to much into the map you made part of what you said ie if you used Galaxy Forge read on, if not dont bother but... I would assert that you have, seemingly unwittingly, added one of the global template groups to your homeplanets. For clarity, if you right click your homeworlds in the Galaxy Forge, and select Edit, in the next window the central column should be blank, additionally if you can expand the "Current Planet" option then you have added a group to it. Fo
As the subtitle says most likely aimed at a Dev, but beta players who tried to mod it before the entity files became binaries might be able to help. Firstly is can i (will i be able to) mod the "Emergency Infrastructure" (or what ever its called) planetary upgrade to, for example, spawn defensive frigates ala constructor frigates and logistic\tactical slots? and as a follow on, is it feasible to make planetary upgrades spawn orbital buildings, e.g. when i upgrade tactical slots
I'm about to make many assumptions so dont blame me if im wrong, but.. Judging solely from the data in the Gameplay.Constants file creating a "balanced" AI should be very easy, as ostensibly the only difference between the AI's is a series of weighted values, so you could just change said values so that it didnt value one thing over another. That said it would mean that the AI changing tactics midgame should be doable aswell if\when we get scripting.
Ok, i had a play around with "gameplay.constants" file. For solely the purposes of making "faster kills" (taken literally) its Exceptionally easy (it might not look it at first glance but it is), all i did was add 1 to all the "DamagePercentBonus:" fields, and it made combat atleast 8-10x quicker, ie my first fleet (6 advent light frigates and a colonising cap ship) could blow up one neutral cobalt in about 3-5 seconds. For clarity for the interested few DamageP
I'm with those that want a campaign solely to both flesh out and continue the storyline, though i am undecided as to how they should do it. The GalCiv (1 and 2) campaigns were functional for story purposes but they werent very fun (or atleast not nearly as fun as the "sandbox" games). Personally rather than distinct missions i would go for, a huge galaxy (150-200+ planets and atleast 6 stars) and then galactic events for key points.
Currently playing as the Vasari I find that with only one form of offensive cruiser, the bulk of my offensive forces are still frigates even late game. an additional question is of course the role of bombers, with the health drop of non-capital ships bombers would become even more effective than they are now. Of course things like that can be overcome depending on how the game calculates damage. Personally I intend on playing the game for longer than two days before i start fig