Tjorriemorrie

Tjorriemorrie

Joined Member # 3070497
0 Posts 1 Replies 124 Reputation

I totally agree. But only the author of those mod can do this, as their changelog might miss a line or two that was changed. So to the people releasing mods: they should download the other mod and apply their mod over the mod they want to combine, thus seeing whether they change something that's already changed in the other mod. Basically you should request this to the mod makers. Don't know if they'll be up to it though. But it will be much harder work to combine two mods if y

3 Replies 4,134 Views

Hey, I saw in Bailknights graphic mod that the combat fighters' exhaust trails are longer. How do you go about changing that? I've tried changing values in the exhaustsmall.particle file, but to no avail. I'm not even sure how particle files work, lol. Can anyone give me some pointers or show me how to adjust the exhaust-trail? I'm sure I can figure the rest out if I know how to adjust one.

0 Replies 2,248 Views

[quote]Is it possible to increase the number of ships for one race and leave the others at there normal rate[/quote] [quote]RESEARCHSUBJECT_MAXSHIPSLOTSTECH0.entity RESEARCHSUBJECT_MAXSHIPSLOTSTECH1.entity RESEARCHSUBJECT_MAXSHIPSLOTSTECH2.entity... etc... up to 7 TECH, PHASE, PSI, as before.[/quote]

23 Replies 11,696 Views

The speed is also fine for me. The problem is the other settings which is not in that speed list, e.g. rate of fire. I only changed the questhappiness adjustment for slow and fast to much lower difference from normal.

1 Replies 2,993 Views

Thanks Terraziel, lets use phase. PM_PhaseOrbitalCannon shows AbilityPhaseOrbitalCannon. And that file gives me BuffPhaseOrbitalCannon. is there 2 buff files? Then I'm missing one. Please help. @Silveressa, don't want to change anything actually, but would like to get the stats. I've set up all the mod details in excel making it much more user-friendly to compare stats. And it's too hard to figure out if something is balanced after changing damage, etc. So far I've only fixed the market

10 Replies 7,784 Views

Yeah, I've also done it. Looks better. That setting is in the top of each 'frigate[race][type]' file. Change the PrefersToFocusFire line to FALSE. It's a lot of files to change, but worth it imo. PS: I think it only works when your ships isn't an assigned fleet though, but not sure.

1 Replies 2,541 Views

change maxShipSlots 2300 in the gameplay.constant file. Then change each RESEARCHSUBJECT_MAXSHIPSLOTS[RACE][0-7]. Tip: instead of changing each file, just change this line in each xxxxRace0 file: modifierType "ShipMaxSlots" baseValue 100.000000 Make that more, that's the starting number. I don't recommend making the fleet cap much higher, as it bogs down your system on 8+ player maps and it doesn't improve tactical considerations much. And t

10 Replies 8,139 Views

The planetary bombardment cannons of course. Nothing else is called cannon in the mod files.

10 Replies 7,784 Views

Note that DamageApplyType gives the time the damage is applied, e.g. Overtime (normally beams) apply the damage over time, and Backloaded means it once-off. I hope I'm right on this.

5 Replies 4,360 Views

OK, the quest files have TargetConstraint type "TargetHappiness" min 0.0 max 0.75 1) The target is from whos perspective?? From mine or the dude giving the quest? 2) Is the min and max the boundaries which within the current happiness-level the target must be? I'm sick and tired playing 10FFA and having two allies, then one ally tell m

3 Replies 3,834 Views

actually there's a bug in the diplomacy. I spent hours going through the settings and found that it's bugged. Just by making a small change (and only a change to the diplomacy) I got this result playing 8ffa. Look at how all my allies are travelling around, hehe. And look at my a plenty planets! With no fleet. [img]http://img295.imageshack.us/img295/5315/sinsyk2.jpg[/img] That was do-able on hard, so now I got to spend some time correcting the balancing issues, sigh. But I wil

3 Replies 2,444 Views