Rasori

Rasori

Joined Member # 2513561
0 Posts 3 Replies 9,550 Reputation

Interesting update: I was playing the game even with the broken mod on, and I find that the AI uses the new models exclusively (since I kept the old ones in the game, checking the names of the components they used makes this evident)... except for the broken colony, troop, and advanced troop modules. Smart AI there. I also realized that the yellow color (which is "abnormal" according to my first post) is really just the color of the slider indicating the number of people can be increa

7 Replies 9,314 Views

...I'm pretty sure Al Qaida did it. Still not Iraq, but Syrian Terrorists? More than likely if they fired a dud we'd go to war with Iran somehow, after fighting half a war in NK. That seems to be the trend anyway. In all actuality, this whole ordeal will probably be lost in whatever local news story ends up coming up soon... kinda like how we pretty much ignored North Korea after the first time they said they had nuclear capabilities. It would be pretty cool if w

123 Replies 151,293 Views

Just to stick with the mood... 1. As a warmonger, yeah... don't make peace... besides, many of the trade routes are just called off when you go to war anyway... wusses... 2. Eh, I'm evil, Mini-Soldiers are just as cheap as anything... but using a more... desctructive method is just fine, just rebuild the Privateer yourself. 3. Yeh, still a pain.

14 Replies 18,457 Views

Believe it or not, this isn't a shameless plug for my own program. I can't program. I was simply searching for myself because my computer really dislikes alt-tabbing to save screenshots. The program is called Main Screen. It's a freeware program available off of download.com (there's a link to it as well in this post). It allows every feature I've seen and wanted so far, including PNG, JPG, and BMP file saving to any directory of your choice with any naming convention you'd like. Best

4 Replies 18,018 Views

I'm not a great musician, but I always have fun trying to take a stab at things, and one of the main things I've noticed has gone under the radar (so to speak) in modding was the in-game music. Don't get me wrong, I think Stardock's done a great job, but it's always nice to have added variety. So, does anyone know of any good computer music creation programs, preferably free or at least relatively cheap (<$50 would be nice) that would let me take a stab at adding my own soundtrack to the game? S

2 Replies 4,074 Views

Yes--just for testing, I have gone back and changed other working models (weapons I have changed) to the models I am using for these, and there is no adverse affect. Thank you for the pointer though, because that is a very valid point.

7 Replies 9,314 Views

Yes, I can. And I changed the xml (I have both the original and old models possible... I thought maybe that could be the cause, but there are multiple Troop modules (Advanced and Regular) so I figured it'd be alright.) [Module] [Name]ColonyModuleNew[/Name] [DisplayName]New Colony Module[/DisplayName] [Description]Each colony module holds 500 legions of colonists. Put these on your ships and then send those ships to uncolonized worlds that are habitable (class 1 o

7 Replies 9,314 Views

I'm working on a mod at the moment that changes the graphics for a great number of components. It works for all of them, except those that transport people: Colony, Troop, and Advanced Troop modules. For some reason, these modules lose their functionality when I change their graphics. When I hit the launch button, a slider comes up like normal, but it is disabled and a different color (with my UI interface color, it's normally red, but this one is yellow). I can make a ship with unmodded graphic

7 Replies 9,314 Views

Based on the way you installed the mod, looks like you don't need the mod folder (you didn't install it in the mods folder, so it should be a hard mod to the game). And there's no mod that will work on a previously saved game AFAIK, so yes, that's probably your problem.

5 Replies 3,395 Views

I think the easiest way to get all the factions in that we'd like is really to make a few different tech trees for different time periods. BBY: Good (Old Republic), Neutral (Filler...Wookiees/Multi-race Combo), Evil (CIS) BY/ABY: Good (Rebels), Neutral (Black Sun), Evil (Empire) More ABY: Good (New Republic), Neutral (Hutts), Evil (Imperial Warlords) Well ABY: Good (Galactic Alliance), Neutral (Smuggler's Guild), Evil (Yuuzhan Vong) Now, granted, this means a

23 Replies 13,015 Views

Actually, "Sol" isn't original. Sol is the name of our wonderful sun... hence the reason we're in the Sol-ar System. Although Sol may mean star in general, Luna also means moon in general, yet Luna is the name of our moon.

8 Replies 4,763 Views

Hey spleeze! After realizing how well these are coming along I've finally given in and decided to join the bandwagon (even as an incomplete trekkie). As far as your poll comes, I'd like to point out that it is possible to release the ships as a mod and still run other mods, it simply takes some combining of the files. If the ship models were to go in Mods\Data, then just copy them into the Mods\Data (of course they go in a deeper folder, but it still applies) of any other mod you were willing to

34 Replies 37,724 Views

Indeed, it works great, and for the first time I'm going to say many thanks to Kryo as well! And boy, you weren't kidding when you mentioned it could save time if you take away unused parts... now that I don't use the fake hulls, the extras load in a heartbeat! EDIT: Some new comments. First--in which xml(s) are the fake weapons/engines located? I deleted the fake hull xmls and all I have left are blank hulls and modules, no common components. What happened? (This hasn't adversel

317 Replies 755,451 Views

Now updated for GC2 version 1.2 (put in the format need to be used in a mod folder). I also fixed a critical typo for speed that caused the negative values to be 10 times worse than they should have been.

2 Replies 3,771 Views

I just got 1.2 (I don't like beta-ing, lol) and it works for me. I believe the logistics thing is a bug: the default logistics seems to be 6, but after using the negative bonus one time, it drops it to 4, and it doesn't automatically re-raise it to 6. As far as social production, I will concede that you may be right... the negative ability there doesn't reduce anything, but I didn't apply any special bonuses so I don't know whether or not it affects it there. This does appear to be ne

16 Replies 6,507 Views