its essentialy really really easy to do. it may sound complicated but it is not. and you cant give a cap ship .entiy to a frig, since they have diffrent values and layouts as far as code go.
StCobalt
and it works too. made an ability for someone elce using it :p
theres reference files for everything cept abilities and buffs i believe. wich is a major part of moding.
no, whats sad is there is no referrence files for the 1.09 betta so we cant actualy mod it at all.
cant be done. hardcoaded limit. its like the "has bombing levels" for the cap ship, yet there is no ship in the game that has bombing levels.
because your idea would take up way too much space, and squadrons in space wouldnt fly in single formation anyhow since they would get picked off easily.
pittly there is next to no new models, just new textures. it least when i played it last there was.
your game can read text files. binary just speeds it up a bit.
Capital ships TXT entityType "CapitalShip" ability:0 "AbilityGaussBlast" ability:1 "AbilityFlakBurst" ability:2 "AbilityAdaptiveShield" ability:3 "AbilityLastStand" defaultAutoAttackRange "GravityWell" defaultAutoAttackOn TRUE<br
Squads TXT entityType "Squad" defaultAutoAttackRange "GravityWell" defaultAutoAttackOn TRUE prefersToFocusFire TRUE hudIcon "HUDICON_SQUADPHASECOMBAT" <span style="color: #00
lol. ya, its just getting started at the moment, im making it to be a general all round coders guide for everything cept abilitys because that would take FAR too much time.
lol not possible to my knowledge. as far as questions go, please PM me, not leave them here, i want this as a tutorial page with little to no coments since there will be tutorials in the comments section. Feel free to point out mistakes tho.. eventualy when the entire tihing is down it might be put in the opening.
ya, i created a little tutorial on making a new race that will be updated when i get new information and whatnot. it will be mostly an all round moding tutorial except for abilitys and buffs since they can verry a LOT.
i think the closest yout going to get to that is lazysumos minimal. but you cant remove all the HUD because that is hardcoaded i believe. Here it is.
lol its easier than it seems, just REALLY time consuming since you got to customize EVERYTHING you want. this is mainly why mods like "7 deadly sins" takes so long to create and balance.
TXT starTypeCount 6 starType designName "RandomStar" designStringId "IDSGalaxyScenarioTypeStarRandom" orbitBodyTypeCount 4 orbitBodyType "BlueStar" orbitBodyType "GreenStar"<
Please note that its not complete either, thers a lot more thats going to be posted but i didnt have time to do right away.
lol. or Lolzer, i stole your fleet!
ok, lets start out with the Player .entity, for this tutorial ill break down the playerphase.entity as a first step TXT entityType "Player" raceNameStringID "IDS_PLAYERRACENAME_PHASE" canColonize TRUE isPsi FALSE isSelectable TRUE selectablePriorty 0 capitalShipNameType "CapitalShipPhase" entities planetModuleInfo Pag
may want to put who does what also. so we know what you are looking for. i can help out also with almost anything done through coding (the new race, ships, abilitys, buffs, research) and a bit of particle forge, mind you i might not be working on it full time.
lol have fun with that. anyhow, starting your own race isnt that hard. just need to make a Player .entity file. after that, you got to add in all the goodies (you got to modify what the shipyards build, what you can research, the actual ships themselves, the planet moduals, etc). its easier than it seems, ill proly make a tutorial after.
ya, its a new MMORPG coming out id say around 2010-2011 since the alpha testing starts in 2009. EDIT: particle forge is so fun :p
ah. well i guess thats that :p but he is still stuck with the win conditions for capture the flag.
well the tital is not going to realyl grab peoples attenchion. i advise creating [mod] or [MiniMod] titals and then a name. also in the opening describe the mod and then link it to the filefront download.