I've seen them on other games, as im aware its for Windows MediaCentre Edition, though as i dont use it i'm not quite sure what the purpose of it is, I think it just makes it so that when the game quits it automatically opens the mediacentre interface
Terraziel
What bothers me is that people act like this sort of thing is new. You want an evil genius read this http://en.wikipedia.org/wiki/Edward_Bernays That aside, the fake protest has clearly done it's job, whether you heard about the game from the protest itself, the announcement that it was fake, or threads like this, the games exposure has just skyrocketed
It does look Awesome, well worth the watch just to see the zoom level of details
Somehow I don't think the modern version is going to recapture the rampant nationalism of the original. Which will be something of a pity really, as that was clearly the point.
Firstly, I think it needs to be pointed out that the first picture clearly does the sophisticated trade system an injustice by implying you would be doing it all at one point in time. Secondly, Lets not forget this thing called the UI, if you really expect people to make every city in their empires identical by distributing everything everywhere, then you get them to bung a big button in the Caravan\Resources\Trade Routes window that says [Distribute Evenly] and figures it out for
My vote is for "Sophisticated" as well, it reminds me of the system in Colonization, except with an actual point to processing the items. Though I would suggest setting it up such that you can automate the creation of caravans whilst training units. meaning, if i decide to train a unit in city A then (if the goods are not available) a pop-up appears telling me what goods are required and offering to set up the required caravans.
There is a tech called Repair and Salvage that allows you access to repair ships I think it's under Industrial research, additionaly as I recall they are cruiser only mid-sections.
[quote who="Multianna" reply="3" id="2199217"] So from this test i can download with about 1,733 mega BYTES per second not true tho, as i can download with 2,2MB/s[/quote] Actually that makes your results fairly accurate, converting the bits into bytes gives 2.16MB/s
It's not exactly new but Space Empires V is pretty detailed, but other than that off the top of my head i can't think of any "complex" sci-fi strategy games, most of them try hard to avoid being complicated. I suppose you could go for MoO3 but, well the less said about that the better, and again old.
Hmm, I'm not sure I have ever seen someone post the samething 44 times by accident before, I take my hat off to you sir. That said, it will really depend on the combat model they use as to whether allowing troops to rout is even an issue, ie whether a single battle can last longer than a single turn, because if they can then forcing troops to rout makes less sense (as you could just retreat them between tactical battles).
It is worth noting upfront that it is a turn based game, only the combat simulator is in real time, that said... It's a very good game, especially with the expansion packs, very combat and war orientated, meaning for example Sins can honestly be said to have much greater non-combat depth than it, research is almost exclusively combat related (it's also to a degree, random so you can't expect to have a technology in two different playthroughs), and economics comes down to waiting ti
technically it should work, as long as you make sure the highest level buff is the one with the AntimatterDepleted finishcondition and that sub buffs do all the actuall work I can see no reason why this shouldn't work, it would probably take a fair bit of tweaking but what doesn't.
1. Closing down any one site wouldn't make any difference because others would just appear to take it's place 2. There are numerous other ways to pirate things besides torrents. 3. "Piracy" has existed as long as the software industry and will continue to exist for as long as there is one, 4. As noted by a previous poster, copyright laws differ between countries, and the thought of people trying to force any US law on to other countries just sickens me.
Does setting the rally point for a planet to be a fleet not override this?
To quote myself from another thread "There is a however a work around though, if you spawn a dummy building with a instant build passive version of the deploystarbase ability the game will spawn the dummy building which will then instantly transform into a starbase."
As far as i can determin the galaxyscenariodef file and the behind the scenes processes attached to it have not been updated to support spawning starbases, you get an error claiming it is an invalid (possibly unknown) entity type. There is a however a work around though, if you spawn a dummy building with a instant build passive version of the deploystarbase ability the game will spawn the dummy building which will then instantly transform into a starbase.
set it to be a perioidic action with a single action on a buff with no finish conditions
Other people will probably tell you to do otherwise but, First remove from your mods gameinfo folder all the files except the ones you have changed, you don't need the others in there. Second you don't need a manifest file unless you have added a file, as long as you are only editing then its not an issue. My personal guess for what is causing your issue is that the reference data with the forge tools (as of yesterday atleast) still hadn't been updated to the late
You would have to add a secondary buff into the ability such that it applied a buff to the current vessel that contained entityBoolModifier "DisableAbilities" and that had no finish conditions,
Starbases take their base health (and other stats) from rank 0 of the upgrades assigned to them, in the case of advent you want "StarBaseUpgradePsiToughness"
Alright, DamagePerBank figures out the direction of hardpoints and the weapon to which they are assigned from the orientation and name of the Dummy (in Max atleast) object on the model, the number of the hardpoints pointing in that direction is solely for visuals, 1 dummy facing left will do the same damage as 4 dummies facing left PreBuffCooldownTime is the reload of the actual damaging factor of the weapon, so set at 10 the damage will be applied every 10 seco
4) My first thought is to use the OnOwnerDeath instantactiontype in buff (on the starbase) to trigger a damage buff that targets the nearby planet and destroys it.
For Confirmation, atleast as i understand it, the file your looking for is StarBaseUpgradeTechToughness.entity for the TEC atleast, It seems to me that it's as Teal alluded to, It's the upgrades that hold all the information, it looks like Starbase automatically have stage 0 of all of there assigned upgrades.
My guess would be stage 2 is where you are falling down, first unless you created "HUDICON_SQUADTECHGUNSHIP" I'm pretty sure it doesnt exist, similarly with the changes to "hudiconsmall", "infocardicon", unless those are pointing to something which you have created (and not mentioned), they are going to be the reasons for your crash. additionally you can't (to my knowledge) create your own "statcounttype"s, so unless you changed it to one of the existing typ
Unless things have changed you can't create your own weapon classes