Tjorriemorrie

Tjorriemorrie

Joined Member # 3070497
0 Posts 1 Replies 124 Reputation

[quote]If you are looking to for interested modders to incorporate your .entity changes, could you please release text versions of your .entity files, because as is, I don't believe there is a way to view the bin versions of your files. As is, if I were to simply copy your changed .entity files over mine, my balance changes would be overwritten. However, if I have access to what exact changes you made to the .entity files, then I can merge them with my own.[/quote] QFT, same here.<br

770 Replies 2,172,404 Views

[quote]good to knwo thanks Bailknight[/quote] Bailknight has again gained much respect from me... [quote]Diffuse ffffffff ->see color table Ambient ffffffff Specular ffffffff Emissive ffffffff[/quote] I've tried changing these, didn't have an effect. Where do I change the colors of the weapons? I've read the kol beam post, what I'm trying to get at is that the colors of the ships and exhausts are the player color, where can i overwrite that??

19 Replies 11,001 Views

-Super specialization of ship types - you need a specific ship for a specific task, like planet bombing, making fleet combinations obvious and uninteresting. [color="#000080"]Don't agree. Ship specialisation adds strategy depth.[/color] -All ships can attack all targets with roughly the same effectiveness, except in rare cases (eg flaks v capital), making battles generally about who has more ships in aggregate [color="#000080"]Agreed, defensive ships/abilities should

17 Replies 12,423 Views

[quote]Specifically I am looking to tweak the auto-cast conditions... [/quote] That's in each ability file. And it's not broken. There's target filters which dictates when the AI CAN use the ability and AIconditions which dictates WHEN the AI will use it. Concerning AI game behaviour, yes, that's totally screwed. For one thing they never attack. They will just build their armada at the neighbouring planet, sigh.

4 Replies 4,470 Views

I don't know what synchronized targeting is, haven't spent time figuring that out yet. Stagger Delay is just a weapon effect. It adjusts where the bullets go on moving targets, ie a little ahead or behind. For color, look [link="https://forums.sinsofasolarempire.com/post.aspx?postid=303416"]here[/link]

19 Replies 11,001 Views

Sounds to me you forgot to change the max resourceAsteroidsAllowed. Or the number of resource asteroids doesn't add up to the max number. don't know if it will crash if that happens though.

9 Replies 6,305 Views

The last 6. The first 2 is normally ff. Don't know why, something to do with they render everything in black by default instead of white. or something like that, i don't know.

7 Replies 6,615 Views

1 minute with google gives [link="http://www.w3schools.com/html/html_colornames.asp"]this[/link] EDIT: i lied, it was actually 10seconds. And your ffffff is white.

7 Replies 6,615 Views

[quote]It keeps crusing...maybe there is a syntax error,does anyone knows if i can find the correct set of numbers i have to use to alter this setting?[/quote] I think it's something else crashing the game. Don't know the range of numbers you can use, sorry. Guess it could be something like -999999 to 999999?

11 Replies 3,813 Views

Are you chaning the GalaxyScenarioDef file in GameInfo? I was thinking of changing the planetTypes in the file, coz the layout really really sucks. I've made changes to my mod already and the galaxy is way much better already. Was wondering if you know know what happens when the galaxy generator doesn't find a planetType in the GalaxyScenarioDef file as made by the map/galaxy file? Will the game minidump? Maybe I can make changes for you to the planetTypes, eg. RandomCloseSun

66 Replies 42,657 Views

[quote]Interesting mod, however I too have serious doubts it'll run stable for longer than 2-3 hours before the AI builds soo many frigs/cruisers it just ctd's or locks up entirely.If you want bigger battles maybe just increase the fleet size by 3x normal? (although that will still eat into the processing power severely.)[/quote] QFT

24 Replies 14,479 Views

[quote]-Phased Jump Inhibitors will have increase jump time by 2500% and have 1/2 the range. Now you have to place them at the edge of the build range limit as close to the phase lane you want to block in order for them to do their job. Now enemy ships trying to jump to your other worlds will have a MUCH longer jump charge time. I recommend not using it around the phase lanes the AI will use to retreat or you'll find the game to be too easy. Against human players though...[/quote] IMO i

258 Replies 124,680 Views

[quote]I'll try to write something up over the weekend if nobody beats me to it, going to be busy tonight.. you've actually been doing stuff I haven't, so maybe I'll write a bit about adding races, research, abilities, etc and send it over to you so you can fill in the fleet cap stuff, planet stuff, whatever else?[/quote] Please. and remember to include how to change the appearance of stuff, I still don't know how to give fighters longer exhaust trails :(

23 Replies 11,694 Views

I think it's possible. You can edit the RS_MaxShipSlots[race]0 files for each race. Just make the base value less and nobody should be able to have enough fleet cap to make capitalships at start of the game. Not sure if you have to change the perLevel upgrade as it's 150%, meaning base of 100 x 1.5 = 150 starting cap. so play around, see what you get. Anyway, that's where I'll start with your idea.

9 Replies 7,694 Views