Screenshots now up, see the main post.
Macmatt
[quote who="I-Mod Stefan" comment="3"] no, a teammember of I-Mod, who is currently promoting on university has made them they are much more detailed then the original ones. Now we have the possibility to use them. [/quote] My mishtake then, I didn't think we'd have new models so soon ;) .
From looking I would guess that those are retextured default models.
Stefan recently unveiled the Mod Metaverse, formerly a personal project of mine but now much improved and redone by the whole I-Mod team. For a lot of this week I have been working on the website side of the MMV. With most of the features now in place, I’ve been focusing on building the visuals and bugfixing; I have spent
Sounds great, can't wait (to start working on & playing it).
[quote who="DethAdder" comment="2"] Is this the continuation of the Mod Metaverse MacMatt had developed? I know he's with I-Mod now so I assume it is. If so, I'm glad to see it hit primetime . [/quote] Yes indeed it is, I've been working on the web portion of it :) .
Whilst it looks nice and I'm sure would be a timesaver if you regularly have to take screenshots, but I think £25 is a lot to pay for something as basic as screenshotting if you're only a casual user.
Yay for that. [e classic]:congrat:[/e]
Here's an interesting something from the license: [quote] 11. Content licence from you 11.1 You retain copyright and any other rights that you already hold in Content that you submit, post or display on or through the Services. By submitting, posting or displaying the content, you give Google a perpetual, irrevocable, worldwide, royalty-free and non-exclusive licence to reproduce, adapt, modify, translate, publish, publicly perform, publicly display and distrib
Do you mean with custom graphics? If so, yes. Just poke around the ShipCfg files.
Techs is stuff you want to add on to the main TechTree.xml and TechTrees is for new custom tech trees.
When I've used the modular files in the subdirectories I've copied the XML headers into my files, which seems to work. And for other files, they go in ModFolder/Data. There is no Data\English folder ever used in the mod folder.
May sound a stupid question, but have you started a new game, put the NewWeapons.xml into ModFolder\Data\ShipComponents and researched the techs you set up?
Woah Stefan, that's a lot of smilies in post 3 :p .
Hey, is someone missing from that article... ;)
I notice that for the requirement of the first tech you put "Impossible Tech" when it should be "ImpossibleTech" (without a space). That could be what's causing it.
I don't think it is, as abilities are hardcoded to certain types of starbases. Also, race-specific starbase styles are AFAIK also impossible.
Yes, it is hardcoded.
[quote]top = reoccurring/popular[/quote] Popular, as in some people like the issues? :p
Hey, that's ok :) . I did put the actual tag names in my post as well, but the forum seems to have eaten them :P .
Go into Data/English and the file you want is GC2Types.xml . Then you edit the tag of whichever you want to change.
Ship textures were improved massively in both expansion packs, although I can't think of any mods that improve texture quality. There is [link="http://www.i-mod-productions.com/downloads.php?do=file&id=78"]the Hi-Res graphics mod[/link], that adds higher-detail planet textures. [link="http://www.i-mod-productions.com/showthread.php?t=828"]Read here[/link] for more info.
If you play the 'Battle of the Gods' scenario you start with all techs researched. Not sure if it works with TA's custom trees though.
Each starbase has a ShipCfg file in Data/ShipCfg which you can then edit to change the appearance of it.
The mod folder setup is different to the stock one. A RaceConfig.xml would have to be in Mods->ModName->Data, with no English folder. Also, a ModDescription.xml has to be present in the root mod folder, you can copy & edit the one from Default. Also make sure you've started a new game.