Terraziel

Terraziel

Joined Member # 2392017
2 Posts 89 Replies 716 Reputation

I think his point was that by saying pirating is wrong, you have to by default support the measures which combat it, other wise its just empty words.

107 Replies 98,282 Views

Personally i shall be getting Conan simply because it is Conan, being able to slaughter my way through The Hyborian Age makes the game worthwhile for me, any innovation on the part of the game itself is just a bonus.

50 Replies 7,521 Views

[quote]Whether you liked it or not is immaterial, since you didn't pay for the right to play it in the first place.[/quote] [quote]If you want to 'test' the game, then go to a friend's place and try it[/quote] How do you rationalise this suggestion exactly? whether I do as you suggest or download the game off a torrent I get the same experience, and either way I am playing the game without paying for it, surely then how I got to play the game is inconsequential? [quote

107 Replies 98,282 Views

I usually stay out of any form of arguement over opinion but... [quote]But if you DL a company's game and play it and then decide you don't like it and it's not for you, what, exactly, have you done? You've played their game without paying for it. To me, that's like walking into the theater to see a movie, telling them you'll pay afterwards if you like it, then deciding you don't like it, and walking out.[/quote] Wait, wait, what is wrong with that exactly? by choice that is Ex

107 Replies 98,282 Views

The thing about the Europa Universalis titles is that I could never bring myself to recommend them to other people, even though they are Good games, very good games in fact but few people have the time, patience and effort it requires to truly play them.

23 Replies 7,243 Views

I would point out that linking everything to everything messes up quite a few things for instance: Allegiance, Culture, Trade Ports, Refineries, Jump Detection, Phase stabilisers, and probably some others that i forgot

8 Replies 6,961 Views

Ok, to answer a couple of the questions, remembering that all things can change. Phezzan are unlikely to be a playable faction, but will definitely still be a part of the mod, as to anything more specific we havent decided yet. How we are implementing tactics is a faintly complicated one, basically its largely manual, if you want to try and flank someone YOU have to move your ships accordingly, what we are doing as the modders is making it valid and sensible to do so rather tha

82 Replies 75,275 Views

[quote]About the primary weapon. How can you tell which weapon is its primary weapon? Because I'm not convinced that it's the one that does the most damage. For example, take the Advent Radiance Battleship. The weapon that does the most damage is its lasers (at least, according to the info on it in-game), but even though those are on its sides, it still turns its front to its target. Any thoughts?[/quote] From my experience I would say that they just use the longest range weapon, I base

12 Replies 8,205 Views

My personal requests Being able to define our own entitytypes - or at the very least removal of the arbitrary lines between entitytypes (e.g remove the half a dozen planetmodule subtypes, and just make a combined planetmodule entitytype so you can pick and choose what you want from all the functions) Access to the, as the error log puts it, "Enum Value" list, again so we can add more Access to where ever the culture bonuses are defined The ability to add intr

33 Replies 24,572 Views

Pilfered from a tutorial i wrote previously (so apologies for the tone and simplicity) Step Seven Select the Mesh and Freeze it (as we dont want to edit it in anyway) Under the Hierarchy tab click "Affect Pivot Only" and select all of the dummy objects DO NOT MODIFY ANYTHING Notice that extending from each of the Dummy Objects there is now a Blue Arrow (ignore the green and red arrows), this is the direction that the dummy object is facing, and is es

14 Replies 11,544 Views

[quote][21:15:50] Failed to convert 'GasGiant' to an enum value.[/quote] Though i haven't played the mod, I would guess that this error results from having Gas Giants as colonisable (well techincaly as the linked planet type in the research) Basically from my own experiences it seems like instead of just linking straight from entity to entity, there is an as yet hidden reference which lists the correct "enum values", when the game comes across an incorrect enum value it will ignore

1,334 Replies 3,518,125 Views

I use the 1.1 script as well, 2.0a just has far too many issues. Hmm, strange question is it all the hardpoints or just the weapon hardpoints that are exporting incorrectly, that is to say is the exhaust particle spawning from the center of the ship as well? If its all of them then literally the only thing i can think of is that you are not linking them to the mesh properly, but that said I'm not even sure if they export if you dont link them correctly, it seems unlikely but ar

14 Replies 11,544 Views

You are using the Stannum's Script ver 2.0a right? If so I suggest downgrading to a previous version unless you need one of the more advanced features, because I have had this error happen to me before, and couldnt find a way round it.

6 Replies 7,330 Views

[quote]I assumed that the order of the Weapons as they appear in the ship entity file would map them to the correct dummy points as named. The modding supplement doesn't really explain how this works..[/quote] Yeah it does it automatically As to the more overall problem, I don't think its the naming of the Hardpoints, largely because if they were named improperly the weapons just wouldn't work, it sounds more like the hardpoint locations aren't being exported properly. <br

14 Replies 11,544 Views

What i meant was that this [quote]numFinishConditions 1 finishCondition finishConditionType "TimeElapsed" time Level:0 10.000000 Level:1 0.000000 Level:2 0.000000[/quote] and this [quote]buffInstantActionType "ChangePlayerIndexToFirstSpawner"[/quote] Might not work together, but you need the last one otherwise the buff doesnt capture modules and ships, try removing the finish condition (by replacing the first section of text i quoted wi

13 Replies 9,269 Views

You need to add a new group to the "Template:DefaultHomePlanetSetup" template in the GalaxyScenarioDef.GalaxyScenarioDef File to fix that problem.

15 Replies 10,124 Views

[quote]You could, though, hack a way around it by having the buff temporarily accelerate population growth. The problem with this, of course, is I don't think there's a population growth buff type! I'll check around but it's not looking good.[/quote] EntityModifier - "PlanetPopulationGrowthRate" But even then it wouldnt really make much of a difference, as the population would only be going up the small amount from 50% to the max allowed by the default planet level

12 Replies 6,076 Views

My guess as to the cause of the crash is the finishcondition of the buff, largely that it has one at all, my personal experience would suggest that the "ChangePlayerIndexToFirstSpawner" effect is all or nothing. Most likely the game doesnt hold on to the information that is required to switch the unit back to its original owner after the buff has finished

13 Replies 9,269 Views

Not to be negative but, Unless I have missed a trick, the main issue with planetary invasions at the moment is that, firstly there is no way to keep the old planetary information, as soon as the planet owner is changed the planets stats automatically start again, making it purposeless to implement. Secondly there is no way of making a factor (Allegiance\Population\Anything else) affect a buffs likelyhood of applying, which is what i feel would be necessary for a good invasion

12 Replies 6,076 Views