[quote who="Sole Soul" reply="1" id="2605943"]You do have to start a new game, yes. In fact, if memory serves, you have to exit GC2 -and- start a new game-it reads the XML files in at startup. As far as I'm aware that tag should be sufficient, but to be honest I haven't tested it. Although it doesn't appear as though the CEC's effect itself is moddable; it looks hardcoded. [/quote] Thanks, I managed to get it working last night. I
Nebachadnezza
[quote who="Moosetek13" reply="2" id="2606058"](might have to start a new game?) Yes, you would. [/quote] Thanks, I managed to get it working last night. I didn't realize so much was kept in the save as opposed to just grabbing the original file every time you start up a game. thanks for your help.
I typed out a long post about my searches and coming up dry, but the forum ate it. So, I'll leave it short this time: Is there a way to give colonies and capitals the spy-warding effect of a counter espionage building? Or, is there another way to limit spies to their civ-wide general spying (or turn them off completely if need be). I've tried setting to 0 for all buildings in Data/English/PlanetImprovements.xml but it didn't seem to work (might hav
I typed out a long post about my searches and coming up dry, but the forum ate it. So, I'll leave it short this time: Is there a way to give colonies and capitals the spy-warding effect of a counter espionage building? Or, is there another way to limit spies to their civ-wide general spying (or turn them off completely if need be). I've tried setting to 0 for all buildings in Data/English/PlanetImprovements.xml but it didn't seem to work (might hav
yeah. it's looking like the only option is to make a second fighter entity and use it for the second slot of some caps as well as the original fighter. It's sloppy, but it'll do.
yeah, that was my first guess too. It crashes on load. also, replacing SquadPhaseBomber with another SqadPaseFighter entry doesn't work (it'll let the mod load, and get in game, but will hang when the second squad is built).
That's another work around solution that would work. But I'm more interested in figuring this out in a stubborn principle sort of way now.
I made a thread about this on my own, but your help would be appreciated too. I can't seem to limit a capital ship to building just fighters. I would like to remove the ability to build bombers from certain capital ships. I don't want to completely remove bombers from the game, I don't want to make the anti-matter cost of bombers un-reasonably high, and I don't want to make a second type of fighter identical to regular fighters to replace bombers. Your help would be appreciated, as I'm at an
I might just make the anti-matter cost ridiculously high as a work-around. Would the AI be able to handle this, or would it save some squadron slots for bombers it can't afford?
Creating another squad type would probably work, but there must be a simpler way. Getting rid of the entity name doesn't seem to work either. Thanks for the suggestions. Anything else anyone can think of?
Apparently the forum decided not to include my text in the first post...so here it is again: Hi, I'm making a mod for personal use, and to figure out this game's modding possibilities. So far, I've removed all frigates except scout and colony, gotten rid of all fleet cap research, upped the number of capital slots for each research level, made captial slot research cost a percentage of income, and probably a few other things that I can't remember. Without playing a game, I've predict
Hi, I'm making a mod for personal use, and to figure out this game's modding possibilities. So far, I've removed all frigates except scout and colony, gotten rid of all fleet cap research, upped the number of capital slots for each research level, made captial slot research cost a percentage of income, and probably a few other things that I can't remember. Without playing a game, I've predicted that bombers will be too powerful in a captial ship only game. So, rather than
Hey. One thing I've noticed that bugs me is how control groups work (when you control 0-9) a group of ships. If you have 5 ships in group 1, and then 2 of those same 5 ships in group 2, if you select group one, then select group 2 without de-selecting group 1 it will just change the subselected ship to one of the ships in group 2, but won't drop the other 3 ships of group 1. it's annoying because I like to have my control groups overlap. Anyone else notice this? also, I haven't play
I see siege frigate spam all the time from the AI. I don't think siege frigates need to be nerfed, as I have no trouble countering a siege frigate rush, but the AI needs to employ better strategies, as spamming siege frigates is a pointless waste of resources.
It was in local settings, and I was looking at the leftover beta replays. Much thanks! My replay has been sent -Neb
Do the file names match up with the name of the replay when you load it up in-game? I checked which replay I wanted to send in, from the in-game replay viewer and it had the number 02061181 or somesuch. None of the files in any of the folders within "application data\ironclad games\sins of a solar empire" have that name. There are a lot of replays saved there, but they don't have the same names as when I go to view them in-game, so I don't know which one to send you. In other news, I
will do, tomorrow, when I go back on my gaming machine. -Neb
I've been seeing people posting screenshots of well rounded AI fleets, and AI planets that have been built up. I'm just wondering what personalities people are putting the AI on to see this behaviour. I've only played 3 games against the AI (and one multiplayer) so far, but in each one, I have never seen anything like that from the AI. I always play against random hard AIs, and even if I turtle, and give the AI time to build up all it ever does is send small fleets that don't have a
While I agree that superweapons are unbalanced (and would like to see them as a toggle-able option when setting up a game), I think culture is perfect now. You can't just turtle behind defenses and expand through culture. It's still very important though, giving you higher resource and income rates, more damage done by ships and the ability to flip an enemy colony over to neutral. It's a big deal. -Neb
I think it's a tactical building. Takes up a bunch of slots. I haven't got that far into a game yet to be sure though.
But I'm pretty sure my hatred for C3PO comes from Rebellion. I tuned off all of his audio alerts and he still wouldn't shut up.
oh man, I LOVED Star wars rebellion.
1) I'm a fighter/bomber heavy player but one thing that annoys me with beta4 is how they choose targets. I love how you can leave your ships to their own devices, and they'll attack ships they are designed to destroy and so on, but with fighters, it would be good to have each squadron attack different targets. It's not so bad to see bombers all go after the same ship, but it's annoying to see 10 fighter squadrons chase after the same bomber squadron for 20 seconds, destroy it in one pass, then
I didn't realize you guys worked on Cataclysm. So you guys used to work with the people who ended up making Sword of the Stars?
alright. Thanks for the info. -Neb