Infinity: The quest for Earth looks like its going to be epic . the ship models give me a hardon :p
StCobalt
you can capture ships, yes, and make it invunerable, yes, but you would need to code in a new capture ability for it. it would also have to be like a frigate. the only problem you would have is changing the win conditions which im pretty sure is impossible. also im not sure if you can capture an invulnerable object.
all i can say is make sure a few things are the same. 1: you boath have the same version of the game 2: you dont have any modifyed files in your game directory 3: you have the exact same mod foldure in your mod directory (with all the same sub folders)
lol no kidding. thats a nice looking ship.
if memory serves corectly most of the AI in hardcoaded, and is dam near impossible to change besides a few lines in the gameplay.constants file. altho i could be wrong, generaly people say dont mess with the ai because it breaks really easily
as far as mods go its best to make a thread and post them on filefront or something of the kind. but i believe it took something like a week to get checked.
its the akkan class just uses beams and lasers mostly (no autocannons or missiles), also it has a shield effect of the Kol (the ability one) and the engin trail is modifyed. and of course the beams as well. but ya, if i could find a remodel of this ship that took out a lot of the large towers on top, the dome, and the excess parts on the side and made it a bit narrower and even it would be nice.
was just wondering if anyone knows of any good tutorials on using particle forge, as well as texturing.
[IMG]http://i132.photobucket.com/albums/q26/ShadowCreed/ScreenShot_24-1.jpg[/IMG] [IMG]http://i132.photobucket.com/albums/q26/ShadowCreed/ScreenShot_25-1.jpg[/IMG] [IMG]http://i132.photobucket.com/albums/q26/ShadowCreed/ScreenShot_23-1.jpg[/IMG] just something i basicaly spent the entire day moding, out of bordum. i think it turned out decent, and its over powered but the AI can still kill it :p
lol. you got no idea teal, ive had a beefed up ship get its but kicked with strike craft alone. altho it was 1 vs 100 but still. but as you say, its best to balance it out, if you beef up its strike craft, take away its guns, or so to say.
ya particle forge can be fun :p im playing with it now, got some neet effects, still learning to use it tho.
the fortress is the better of the two in my opinion, be hell to texture tho lol. personally id like to see a decent moddel of a terran ship that was actualy eye apealing. sorta rectangular in shape but instead of having everything offset, having most things balanced down the middle.
it irratates me how there is literly no great models out there. the best ive seen to my likeing is going to be in stargate (altho there are other mods out there with great modelers/texturers, just its for an alien race, i wanted to make something more terran like, i dont fussy the default models)
lol i can hardly texture at the moment but i will be learning it when i finish learning particle forge. if you got some good looking models, all the more motivation to try.
lol. im also getting into particle moding as well, altho it will take a while to get use to, i think i like it :p but ya, i can agree, texturing is anoying as hell and takes a long time to get use to (it least for me)
thanks for the help guys :p
you try using more than one map (personal custom maps included?)
for ading a group of ships to a particular template you would do this planetItemsTemplate templateName "Template:LocalMilitiaStrong" subTemplates 0 groups 10 <span style="color: #00
i dont use galixt forge unfornately. but ya, make sure you didnt mess up any of the lines. keep in mind, in the galixy file, there is a number to each entity you add (be it planets, ships, anything of the sort) make sure you didnt miss type anything also, the smalles little error can cause that to crash. as for getting new content into galixy forge, if i remember corectly its add the GalaxyScenarioDef.ga
actual ship coding is easy as heck :p its the ability coding that can take a long time, it least in my opinion, im working on a little mod myself out of bordum that makes capital ships bulldozers (slow but verry verry nasty). i take it your a modeler?
lol. well it depends on OS and ram also. not just the vid card. but anyhow, good luck with that. keep in mind that modifying squads will modify ALL squads unless you make a new squad and use it for your carrier. (that can be done by copying the squad file, renaming it, and replacing it on the carrier in question, this is the part of a capital ship where you would add it maxSpeedLinear 25.000000 squadTypeEn
lol. mine would be laging, but ive done it before. :p
the final atack ability uses the "MakeDead" instantactiontype so you may want to look at that for reference to how it works. TXT entityType "Buff" onReapplyDuplicateType "ReplaceWithNewBuff" buffExclusivityForAIType "ExclusiveForAllPlayers" isInterruptable FALSE isChannelling FALSE numInstantActions 3 instantAction buffInstantActionType "ApplyBuffToTargetNoFilterNoRange" in
ya. and you dont want to make it too overpowered since if your in a 200-500+ ship battle, with 500+ strike craft, your comp will lag badly
lol looks can be decieveing my friend, this will take hours and hours of work to pull off properly. best to ask if you have any other concerns, there are moders out there who have been doing this a lot longer than i. most of the stuf i know im a bit rusty on since its been a long time sicne ive made a actualy complete mod (altho i making my own mods again, because i find its fun). but ya, if your lucky someone like <a id="ctl00__Content__RepeaterReplies_ctl00__LinkUser" class="hand" title="Cl