Since it is a periodic action, it is very possible that once ships die more can be sucked in as ezeltje suggests...
Seleuceia
Mod has been updated to v1.5.02....terran and oceanic textures are now down to the file sizes they should be thanks to zombie's suggestion...
Assert @ C:\Projects\P4\SinsRebellion\Release\CodeSource\GS/Entity/Interfaces/IBuff.cpp(1201) buff->GetIBuffPtr()->GetFirstSpawner() != NULL I don't think this has been posted...if it has, oh well...got this while playing a large game running unofficial gfx patch, inclining me to think it is an issue with the base game since I don't really do anything with abilities or leveling up.....
I do believe Aplos changed the build radius of his planets...I recall it being extremely narrow so that all structures were basically the same distance from the planet...this seemed to be independent of how much space ships had to move around.... Don't have time to test it now but these lines in the planetmodule entities may be what you need to edit... nearPlacementDistOffset 0.000000 farPlacementDistOffset 9000.000000
BC3/DXT5 worked, thank you very much...
[quote who="Heavenfall" reply="24" id="3369125"] But don't worry about it because 'MURICA is different.[/quote] It is don't you know? Our free speech allows us to talk about our dictatorship.... Waaaait.......
FYI, mod has been updated with the final release version for v1.5...
Mod has been updated to a final release version... All planet icons and pictures have been fixed...all HUD icons using the Buttons_Research2 texture sheets have been fixed...a few other small changes have been made...
One thing that has to be considered for trade is that the per node trade bonus adds all trade lengths of all those factions you have a trading pact with together... In a 5s game, you benefit not only from the length of your trade route, but the sum of yours and all your allies' trade routes...this means that even a frontliner can get a 20+ trade route bonus even if they have only one trade port... Even if refineries were somewhat competitive in FFA, large
This may or may not be a bug...let's assume it's not for now... This can occur sometimes when you queue a building or ship, then lose the labs necessary to perform that construction...you will need to rebuild the necessary labs to "reactivate" the technology...note that I think kostura shots and the Vasari shield ability (on civilian structures) disable structure functionality, so any labs affected by either of those things will not contribute towards prereq requirements until
Stars and most planets use meshes, but a few planets just use nullMeshParticleEffect's...magnetic clouds, plasma storms, and wormholes would be examples of planets that don't use meshes... You would need a "null" mesh essentially that has "nothing" to it other than labeled "points"...one of these points would need to be either a flair or some ability point...a possibility might be to make the wormhole null particle effect act as a flair on the "null mesh" you
There are flashing lights outside my house and someone is knocking on my door, so this might be the last you hear from me... Tell my dog I love her, and Cardinals for the win!
[quote who="GoaFan77" reply="10" id="3369004"]Has anyone messed around with how the DLCids work? I'm guessing one value enables the entity for all players and another only for those with the DLC?[/quote] I was going to ask you that tonight....well then........
[quote who="DrJBHL" reply="16" id="3369041"]If you're foolish enough to think there are no trigger words/phrases then Prism/Predator, etc. were built for you.[/quote] Knowing about such lists and letting them control your behavior are two very different things...apparently a great many of you advocate the later, or at least exhibit it.... What's next? You going to be afraid to email your Muslim coworker in case "Big Brother" is tracking it, compiling li
RESEARCHSUBJECT_MAXSHIPSLOTSPSI X RESEARCHSUBJECT_MAXSHIPSLOTSPHASE X X is going to be a number between 0 and 7 (8 for each faction)....Psi is advent, phase is Vasari (tech is TEC, FYI).... 8 files per faction....modify here.... researchModifier modifierType "ShipMaxSlots" baseValue 0.000000 perLevelValue 270.000000
For the same reason you don't need tech to colonize asteroids or moons...
After visiting some Islamic conversion sites and doing a google search for IEDs, I feel it is time to send all my pork back to Mexico...I also looked for some hotels in Pakistan, hear its lovely this time of year... if you guys are seriously scared of using words on "the list" on the Internet, then it's obvious the government has the people right where it wants them: scared and controllable...
[quote who="Turchany" reply="4" id="3368913"]why? still they will be inferior to trade ports.. [/quote] Yeah, but no need to make them even more inferior...
If it doesn't, IT SHOULD...
I'll be sure to include "bomb" and "whitehouse" in more of my search queries... For you, NSA, with love [e digicons] BOMB WHITE HOUSE BOMB OBAMA BOMB WASHINGTON DC BOMB BOMB BOMB KENNEDY CONPSIRACCY BOMB AREA 51 BOMB
[quote who="Turchany" reply="36" id="3368810"]I have found a minor problem, the Vasari envoys first ability, the one that gives ship build time bonus I think, and coloured red. looks strange, not smooth red fog, instead it looks like red cubes, like it is pixelized.. I guess nobody cares because who uses envoys anyway though sometimes against AI I like to use them if i have an allied AI.[/quote] This is a bug (not just you) but it was before DLC...it actually applies to multiple envoy
[quote who="Yarlen" reply="28" id="3367874"]Still working on this bit. We'll be putting together a 1.51 with more fixes.[/quote] FYI there are two strings that are bugged, I didn't notice it earlier because successive string errors are suppressed, my bad...
I have a funny suspicion that they fully intend to have them in-game, but they will be a DLC... They are the perfect candidate for a DLC anyway....them being playable is not instrumental to the initial release at all, but they easily can be very popular and thus people will rush to buy them...
Update with all pictures and icons done for planets, stars, and resource asteroids....a few other fixes, but those will be detailed later...
Another update that can be downloaded here ... All planet, star, and resource asteroid pictures and icons should be completely done...I've also added a few more fixes but I'll detail those later when the final release comes out...feedback is much appreciated... On the bright side, I reduced the size of Icons_planets from 5MBs to about 1MB...on the downside, the terran and oceanic textures I'm using are 16MBs ea