Maico

Maico

Joined Member # 3111518
0 Posts 1 Replies 139 Reputation

[quote]I'm not sure if you can add shields as an ability if a unit does not already have them.. but I would definitely suggest adding the shielding as an ability.You might consider basing them off of the Kol battleship's adaptive shields, but either always on or similarly toggleable. It adds a shield mesh and decreases the effectiveness of incoming fire.You will likely have to play around with abilities to make sure ships don't have more than three... but you could also add the ability only to c

6 Replies 5,277 Views

I'm currently working on a mod to diversitize the three races far far more then they currently are. The biggest thing im working on right now for tech is the fact that they have no shields. However as a teir 7 tech i want them to be able to put weak shields on their ships. How would i go about doing this? I think i have a vauge idea but im not really sure...

6 Replies 5,277 Views

I think its an AI thing, which unfortunately isnt something we can access and if it is then i havent found it yet. (the only AI i know we can edit revolves around using abilities and buffs which wont help you here)

3 Replies 3,195 Views

Could i do that without using the map editor and just in the gameinfo files? Also im having trouble actually finding my maps when i try to set up a single player game, my guess is that they're missing something and thats why they wont show up.

5 Replies 5,235 Views

You overlook the fact that you can mod damn near everything in the game. I thought a few of the things you did as well when i first looked this over and now im trying to change it so that some of the things you pointed out are gone. Such things like making each faction unique to its own. Using the map editor on this site you can FULLY edit maps as well as create your own campaign scenarios if you wanted. As for few ship types, people are already well on their way to making new models

15 Replies 16,193 Views

I want to set up my mod so that all those neutral ships are either gone or set to pirates instead of tech. Is there a way to do this and if so what file do i need to edit?

5 Replies 5,235 Views

You would have to create brand new models and entity files. Basically find the planet module entity file for frigate yards or capital ship yards and copy that all except the mesh files. Make your own 3d model of your ship yard then save it in the mesh folder and have your entity file grab that instead of the frigate or capital mesh file. Then you would have to make the super cap ships using a 3d model thing again, save in the mesh folder and create new ship entity files.

5 Replies 6,544 Views

Im not sure where but i am almost positive i saw a file that lists the alligence level of planets up to 8 or 9 spaces from your homeworld going from 100 to 90 and so on down. i just dont remember where ><

6 Replies 5,645 Views

Im not saying to add levels to a frigate or cruiser just to make it so that instead of starting with an ability you can select an ability (like with a new capital ship) just once. Thanks for the resource info though

3 Replies 5,835 Views

I plan on setting up a mod to make each race unique and to its own not just with ships but with defences, trading, media and of course research. To do this i want to add special effects to weapons. For example i want plasma weapons to have extra power (basically be the most powerful weaponry in the mod) by having plasma weapons deal 125% damage to shields and add a "burn" effect to hull say 3-10 damage per second for 3 seconds. Other effects would be weapon effects to shield. Weaponry

3 Replies 5,835 Views