Obvious problems: *Scenerio should be spelled Scenario *the 'Count' fields should always be accurate. you have planetItemsTemplateCount 1000 and planetItemTypeCount 1000. You need to manually count how many items you have in each list and put that in the Count field I'm not experienced with modding the planet setups; there may or may not be additional problems there.
DeadlyShoe
Post your modified galaxyscenariodef. Entity.manifest needs to contain all the entries of every mod you are combining.
Have you tried setting both minshadow and maxshadow to 0.4?
IMO: GalaxyScenarioDef or Entity.manifest.
Keep your phasic pants on. Jeez. [e digicons]:-"[/e]
For clarities sake, pos [6/tier 6 actually means 7th column 7 labs, and pos [4/tier 1 means 5th column 2 labs.
Immensea is correct that "Missile" determines effects, not damage class. As far as I know ALL abilities use the CapitalAbility damage class. For Phase Missile Swarm to do phase damage, the game would either need a method of making any attack phase or a method of changing damagetype on a buff.
Yes. The Orkulus is the Vasari starbase.
Essentially ou are proposing making planets more in depth. That would be fine and all, but it would increase game complexity by a lot which is a concern for a realtime game.
Debris.
you could do this right now reduce frigate bombing damage by 50% add a DPS ability to siege frigates to make up the lost damage limit the stacking of the DPS ability to 4 or 5
It's Battleship, Carrier, Colony, Siege, and Support. The Radiance and Phase battleship are both excellent against other capital ships because of their anti-antimatter abilities. The Kol is a little different. The most useful general combat ability it has is Flak Burst, which can ravage enemy fighter groups no matter how big they are. But it's not much better than any other capital against enemy capital ships, since Gauss Blast costs so much antimatter and doesn't ha
You can work around the starbase problem by putting a ship that auto-spawns a starbase at the relevant planet. Of course, that requires modding the game to add starbase spawner ships. And - just a quick brainstorm here - you could spawn 1 ship at each planet for each faction, and that ship has an auto-destruct ability. That would reveal phase lanes and enemy player starts, but it would get you vision of the other worlds at least. I'm not sure whether it's possible to spaw
I think if they kept frills down a SP campaign would be quite doable. Implement a scenario mode that can be used for skirmish or MP, then set up SP as a group of linked scenarios perhaps with some branching. Do animatics for between-missions storytelling, hire one or two voice actors, and there you go. if it was taken even a little further, you could do a scripted triggers system and maybe some HW-style talking-unit icons with voiceovers.
Impulse is a patching service. There is no patch per se. Impulse does a compare, downloads what it needs to, and does delta-patching (iirc). This is cheaper easier and faster than the standalone patch method, and requires less bandwidth to boot. That's especially the case when patching boxed versions of games. Company of Heroes, for example, requires like 6-7 seperate patches for the retail version to get up to date and that's with several omnibus patches. You do
Microsoft Points and similar schemes are actually a reasonable solution to problems of international currency exchange and international pricing and how that interacts with publishing. Customers shouldn't be so limited in the quantities they can purchase though, that part's silly.
Nice Blair. Good to know you guys are still alive up there. I thought maybe you lot were out enjoying the weather ;)
every time you pirate a game you are voting with your wallet for no patches to be made, for no sequels to be made, and for no similar games to be made. Pirates are drowning the games they apparently prefer. And pirating SOASE is so obviously self defeating for anti-DRM zealots that the notion that they are doing anything out of principle is laughable. If Stardock fails the no-DRM model gets set back years at best, utterly discredited at worst. Throwing out the b
Are you using an English version of Entrenchment?
64-bit vs 32-bit on the same system has little impact on framerates. At least on those games. Either there was some other problem with your system or Fallout-3 is coded especially poorly.
Do you know how old your video drivers were with the 64bit install? Older drivers had poor performance in 64bit. It's also possible your install was heavily fragmented.
The AttackType does not matter. Any damage type can hurt fighters/bombers, some are just better at it than others. However, a weapon with a damage value of zero cannot fire. You need to have it do SOME damage. 0.01 is enough, even. You can't limit it to just fighters that way though. If you want to do an anti-fighter-only weapon it needs to be a pure ability, not an ability linked to a weapon.
Trade's all sorts of messy, unfortunately. And yeah, if you short-circuit an 'inconveniently long' route, you'll lose route length and length is all that matters.
Ehm...Ships should never break off channeling abilities unless you order them to or they are interrupted. Are the people having problems using 1.16?
Kha, you're the one throwing around descriptors like 'uncivilized and 'uneducated' and 'brainwashed since birth' then demanding 'respect'. Respect is a two way street, yez? Additionally, it's apparent that you never read the multiple Stardock posts on this thread: Kha, page 11 : The version on my purchased SOASE DVD is 1.05, the latest one is 1.16.nn. After ten years from now, if there is no Stardock nor Impulse auth servers, i will be unable to p