Skyline_HUN

Skyline_HUN

Joined Member # 3054165
0 Posts 3 Replies 859 Reputation

That you can find in the unit ability... to makes ships available at the start, without research, you need to delete the reseach Prerequisites from the ship entity file.

13 Replies 9,915 Views

Oh... sorry. I don't ever want to change everything available at the start. You need ONLY to change this: [size="3"]levelSourceType "ResearchWithoutBase" [/size] To this: [size="3"]levelSourceType "FixedLevel0"[/size]

13 Replies 9,915 Views

You're right. I was changed that, just forgot to upload for rapid, because the tutorials are going to be available on a Wiki. To makes a research available on the lower levels, you need to change the TIER number

13 Replies 9,915 Views

I spented nearly 3 days to figure out how we can add some levels for frigs. I tried different methods, without any success. Maybe this experience system is hard-coded, or just i was to stupied to find a solution, don't know. Maybe in the full mod tools we can find some details about the level up system. The other thing i found is, that 10 is the MAXIMUM level. When i added a new level for caps, the program gone haywire, when the ship reached level 9. But i have an idea... it's not an experience

6 Replies 2,953 Views

Now... you give chance for those 10000+ supply mini-mods. Great work... There's a lots of thing to discover... WHERE NO ONE GONE BEFORE

16 Replies 15,080 Views

Thank you Dimstog. Such good ideas are always welcomed. I thinking about the same development steps that you mentioned. It was a hard decision to drop out almost everything that i worked so hard in the last week, but this mod is makes for you guys! I almost forget this (:( I'm going change nothing in the graphics. With my low end laptop i mostly using low settings. But i maded a deal with ManSh00ter, change for my repleaced sound effects he gives permission to using his graphical chang

303 Replies 433,302 Views

Sweet baby jesus! Maybe you can add some small human-like characters who's blown out by the vacuum of space. Anyway... It's a pretty good work so far. Avarage debris time can be increased... but not everyone got a quad core equipped PC to handle ten of thousands poligons from debris.

15 Replies 9,141 Views

MICRO is needed. You can't just build x number of ships then rushing from planet to planet. Capships are NOT GODSHIPS, just a bigger class of warships. Use fleets, instead of individual ships. Fleets are engages one target. Support ships are very good, to keeps your ships alive. The TEC is not a warrior race, the are TRADERS... so they ships are less powerful. The only real cap sized warship in the TEC navy is the KOL class BB. Build Dunovs and Akkans to support the warships. The Dunov s

9 Replies 18,723 Views

Great one, Uzii. Thanks for your addon. I have to agree with Dairuka. I'll copy the tutorial to the wiki soon, than Uzii's too. Also i make this post like Spartan made the Major/General "Mod Project Consolidated Index". For Nacey... Mate! Why are you watching forums instead of testing my mod??? :LOL: I don't think it's so bad :D

5 Replies 7,772 Views

I saw, there are dozens of threads in the game forum with such questions, how to do this and that. It’s ridicuolus. The 1/3 of the posts in the modding forums only for questioning about adding researches, ships/platforms and abilities. I decided to make a few tutorials for those people who wants to make mods or just simply want to study how the game is working. Well... this not exactly a tutorial, just Word docs, where i t

5 Replies 7,772 Views

[img]http://kepfeltoltes.hu/080221/BANNER_DS2_mini_m_solata_www.kepfeltoltes.hu_.jpg[/img] [color="#FF0000"]Name:[/color] Distant Stars MOD v1.0 [color="#FF0000"]PoC:[/color] [link="https://forums.sinsofasolarempire.com/info.aspx?acid=3054165"]Skyline_HUN[/link] [color="#FF0000"]URL 1:[/color] Currently Not Available [color="#FF0000"]Info:[/color] Main concpet of the mod is to enhance the original game engine. Adding more levels for the majority of the researches, plane

71 Replies 272,769 Views

Me too... just a week before, the most common thing on my desktop is a "nasty" picture from my girlfriend... Now only watches notepads and MiniDump windows. ;p I'm afraid, the next time, when i meet my girlfriend i'll try to change her "attributes" or adding new "abilities" :HOT:

18 Replies 14,328 Views

That Player****.entity is in the GameInfo Directory, wich you can find in this TEXT format in the modding tools under the folder ReferenceData Annatar11... don't need to tell... i also want to figure out how to add an ability, that already in the game, just some of the values are different. In the current state, i spent most of the modding time with try to make the newly added researches/abilities/buffs workable. The best tip i can give it to everybody is to CHECK EVERYTHING, than again,

18 Replies 14,328 Views

Because the thread name is NOT 20000 unitcap! 20000 unitcap 50 capships [size="3"]fixed quests and PJI[/size] That i wrote, is only represent MY opinion. I see, there is a lot of people who actualy wants to build thousands of frigs, so this change makes sense.

7 Replies 5,001 Views

Making the supply limit so high makes strategic useless. If you can station 100+ ship/planet you don't need to decide rerouting other forces to defend from other planets or from offensive fleets and also this makes diversions pointless. An other thing is multiplayer games are mostly played in small maps. The smaller supply limit forces the player to find the perfect balance between offense and defense, economy and technology to achive victory... better strategy wins. The other chang

7 Replies 5,001 Views

Whiteskull86 maybe you right. The TEC is really just a group of economists and traders. I was an idiot because wanted to make them a warrior race. I played to much with TEC and because i'm a Star Trek fan, i also always want to see the humans are the superior race [size="3"]Thank you, for pointed that "ERROR" of mine. [/size] Because of this, i must to delay the release of the 1.0... sorry about that. Now i'm going to not change the behavior of the races, just strenght the races ori

303 Replies 433,302 Views

The game speed settings can be easily modded. Building and research time, resource income multipliers can be changed. Also the ships max speed and turning rate. Maybe there is someone who maded a mini-mod with faster speed. The speed settings are in the Gameplay.consists file.

4 Replies 7,526 Views

Actually i added new researches for my mod. It's access to a ship. [link="http://kepfeltoltes.hu/view/080219/ScreenShot_0_www.kepfeltoltes.hu_.jpg"]Research window[/link] [size="3"]First you need a research.entity file, that stores the research itself.[/size] This is the research for the Diablo Class Escort Cruiser from Distan Stars MOD RESEARCHSUBJECT_FRIGATEACCESS_ESCORTTECH.entity [color="#696969"] TXT entityType "ResearchSubject" [color="#00800

18 Replies 14,328 Views

The angle is univerall for all races, but charge up time, travel speed and interstellar multiplier is unique for all races. For specifid ships, maybe you can make an upgrade which increase the phase speed. you make tis a researchable passive ability like the scouts abilty to resist PJI's. To adjust the phase speed characteristics, you need to change the PlayerTech/Psi/Phase.entity files [color="#DDA0DD"]hyperspaceData chargeUpEffectName "HyperspaceChargeUp" chargeU

1 Replies 2,107 Views