Aractain

Aractain

Joined Member # 3172586
1 Posts 951 Replies 510 Reputation

They are refrenced in .window files (in window directory, refrence files). Reaserch is HUDIcon-Research.brushes The images are in the Buttons_Research_ .tga files in the textures (game) directory.

1 Replies 7,624 Views

That was a question about "And my notepad seems to have killed itself for the time being." I use UEStudio for text editiing. Its perfect.

24 Replies 57,432 Views

Do we have a name for the feeling of wanting a dev of your favourite game to incoprate a great idea that makes lots of sense (like naming fleets)? The best way I can describe it (from my Planetside days mostly) is: "Arrgghh ughhh... noo.. AAgghhh uugjjjhsjglnsgjng;naorngar!"

11 Replies 14,362 Views

You need a programmer, as in the devs need to open up the limits. Currently ships can have 3 weapons, 1 planet bombing weapong and 4 abillites in total. Most of the time this is enough but I don't like any limits (or more 'resonable' limits at least like 10 weapons or something).

5 Replies 2,956 Views

Do you mean this? isNormalPlayer FALSE isRaidingPlayer TRUE isInsurgentPlayer FALSE in the GalaxyScenarioDef.galaxyScenarioDef file? If so those are flags to say what type of use the faction has, pirates raid, rebels are insurgent, everything else is just some ships.

3 Replies 3,185 Views

Okay, the finish condition is how you end the buff, if it ends before you have called the next buff then it wont work. Where were you doing the delay? I think it should be done in the middle file (activation buff) and then calls a instant one shot modifer buff after the time period. buffInstantActionType "ApplyBuffToSelf" instantActionTriggerType "OnDelay" delayTime [color="#FF0000"]0.000000[/color] buffType "BuffShieldRestoreOnTarget" <br

84 Replies 149,239 Views

I [I]seem[/I] to have found a limit of 115 entries for the music sound file so the devs probably just defined all the maxsizes just above what they used. (Im not sure why this helps anything by keeping it low since it should only take up extra resources when it actualy uses all those entries and that is up to the mod creaters choice IMO).

6 Replies 5,604 Views

That is the soruce code directory on their development machines or whatever. Its just a standard programming 'check' and it found something wrong. It would be nice if it had a little bit more info about the error in this case (like what file it was dealing with at the time at least). When it says max size, it will probably mean max size in terms of entries in a file (rather than bytes, or number of files). When you say "full mod files" do you mean with more than 11

61 Replies 182,447 Views

[quote]Iconus Guardian: -Repulsion is now a channeling and interruptable ability.Realy not very happy about that. I get the image of a very narrow channel to keep ships at bay rather then the sphere it is now. That has got my advent fleet out the smelly stuff many a time. Do we know how narrow the channel will be and how easy it will be to inturupt?Lovin the extra strike aircraft on the carriers though.[/quote] As stated by someone (important) earlier, channeling means use of ant

574 Replies 1,730,042 Views

onlyAutoCastWhenTargetShieldDamageExceedsAmount This line I think sohuld have something after it, like: onlyAutoCastWhenTargetShieldDamageExceedsAmount Level:0 75.000000 Level:1 0.000000 Level:2 0.000000 Which is the way it appears in the game files.

84 Replies 149,239 Views

It can be modded here in "Gameplay.constants" in gameInfo folder. fleetSupplyData-Small fleetSupplyScalar 0.75 fleetSupplyData-Normal fleetSupplyScalar 1.0 fleetSupplyData-Large fleetSupplyScalar 1.25 1 = 100% 1.25 = 125% 2 would be double fleet capacity (holy lag batman!)

10 Replies 27,302 Views

Does that even work with the line onlyAutoCastWhenDamageTakenExceedsPerc 2.000000 ? That number means 200% I thought (in the game files its 0 or .5 so im guessing you changed it).

84 Replies 149,239 Views

Okay well, On the first buff buffInstantActionType "ApplyBuffToTargetNoFilterNoRange" needs to change to buffInstantActionType "[color="#FF0000"]ApplyBuffToSelf[/color]" Im not sure if anything else needs to change for that to work, I guess you need to try it.

84 Replies 149,239 Views

Im not sure how it calculates average damage or how crtical hits are used. But bank refers to front/back/left/right as it says next to it. Each fire point can be of those four. A volly or burst uses each fire point in the bank its fireing, so 3 bursts means fire each fire point 3 times (and you can control the delays to make interesting ripple effects). Im pretty sure the fire points and bursts 'dont' effect the damage but im pretty sure the cool down time does (effect damage p

2 Replies 4,018 Views

This is the first thing I noticed when I got the basic understanding of the game. "Why the HELL can't I name my fleets?!?" I can name useless things like planets but not important things like fleets. >

11 Replies 14,362 Views

[quote]I guess I just figured a game where you can have sex with hookers then kill them to get your money back would be a turn off for females. But hey, I'm male, I know I sure as hell don't understand women, and probably never will.but if it had male hookers, than it would make it more appealing to females. Those particular games have a specific audience.Even so,again, people play games regardless of sex. Its our not fault that some people still view video games as toys for teens.[/quote] <

113 Replies 365,156 Views

[quote]*Sigh*Only 115? I had a total of 132. It won't be too hard if the Stargate guys ask me to help them out audio-wise, as really the total amount of tracks should be around 60, but this kinda sucks. Ah well. I'll re-edit the files.Here's the thing, I get the GalaxyScenarioDef file error when running it with base game files, but Sins doesn't crash. I have only modded SoundData and Game out of the GameInfo Folder. I've got no clue as to why this would be a side effect.[/quote] I just

61 Replies 182,447 Views