Hi, I would like to ask some help in playtesting, and suggestions for a mod i am currently working on. Its main purpose is to give the player paths to follow, much like the AI now has options to go Aggressive, Defensive, Economic and Research. I have copied files for each of these and have begun modifying them to a standard 2x level, but have only gotten about a third done, but wanted to ask if those in the community would like to try i
Teal_Blue
As Always Very Very Nice. I was able to get a semi-working mod up and running, but im afraid i was out-gunned pretty quickly. I have been in the middle of classes, so havent devoted as much time as i would have liked, but will try to get back to it and see if i can add something that might be interesting, hopefully. :) As you say though, the Distant Stars, Sins Plus and I believe 7DS would play this very very nicely!! :) -Teal
If you want something that is rather... instantaneous, then you can mod the domination ability, make it work for capitals, frigates, planetmodules and planets. :) It converts!! i havent looked at the buff for this for awhile, but it may be possible to delay the change over by a time period? Say the delay? But you will have to look if you want the take over to take some more time rather than instantly. But it works very very well. And it doesnt kill anything.<
:) Thank you gentlemen, take care and much appreciation for the help. -Teal
:) Wow, a research tree editor! I have been reluctant, even though i have sometimes dived in anyway, but an editor for the research tree, would makes things much much easier. Thanks!! -Teal
Hi, Just trying to find out if maps and templates can be edited with notepad. I know some maps start everyone out on the Terran home planet, but thought it might be nice to have the Tec on Terra, the Advent on a Desert planet and the Vasari on a Volcanic to start. :) Silly maybe, but it could lead to other things if i can edit a map with notepad. Thanks in advance, take care and keep modding
interesting work!! Thank you for the hard work. I have also gotten errors like these in some of my mods, I didnt follow through as closely as you have done. In some cases i had to abandon my idea and go back to stock. -T
Isn't focus firing an option in the entity files? Thought it was, if so, then de-coupling it, would mean perhaps longer battles? Or perhaps without focus firing it may mean a chance for smaller fleets to NOT necessarily be wiped out by larger fleets? Questions because i dont know yet. Would be interesting to mod it and see what happens. :)
:) Sounds very very interesting!! I am going to look at Conquest Frontier Wars as you suggested, and thank you to everyone for the nice ideas. I like the anti-matter recharge thing and disabling it on the ships, KillerKid, sounds like you worked it out. As to air and water and foodstuffs being extreme, i suppose it is, however, i used to play Empire Earth and some of the strategy games where you have to keep watch on everything! And i loved it. I thought it wou
:) interesting note, i have Visual C++ on the computer for a class, and when i found the mini-dump folder, out in the mod folder or thereabouts, :) It wanted to open it with Visual C++. So i guess its programming, haha, though my class probably doesnt even get close to what the devs are doing. At least it would be readable, well... providing we can read code, better than the bin format that we see in notepad. p.s. I am just guessing from looking at what the pc
Glad you got it working, sorry about the 3 level for one and ten level for the other ship not happening. Keep looking for an answer though, or keep asking around, i still think there is a way to get at this, sorta.
Quick note, not sure if its me, or perhaps ive got a messed up folder, but the mod will load and play, but sometimes half way into a game i will get a mini-dump. Also when exiting and trying to disable the mod, so the game will load clean and then reload the mod after starting, i also get a mini-dump. Any help would be appreciated,
You know I REALLY REALLY like this idea!!!! Sorry to shout! :) -Teal
[quote who="EvilTesla-RG" reply="6" id="2401377"]Should we bug Ironclad for a minidump decoder? that would be AWSOME! [/quote] Ahhh.... A new toy for us!! I like that idea alot. -Teal
Ahhhh..... enlightenment!!! Haha, i appreciate the responses. I've been modding, haha, if you can call the file tweaking and mesh resizing what i do as modding, about a year now, haha, i feel like an old timer. :) Anyway, i always thought the minidump file had everything we could possibly want in it. Problem is of course i have never seen one to know, i just thought, well... i got it to work, i dont need it NOW! :) But i guess its hyroglyphics and code, so it probabl
I know this has been brought up, probably a hundred times already, but i was thinking if it would be possible to uncouple? Is that the word? Resources from automatic, to something based more on ... well... hmmm... what am i thinking of? Well... From planets and ships, i guess. What i mean is what if anti-matter had to be produced somehow, instead of having ships regenerate it automatically? What if ammunition came in sizes, 1000, 5000, etc? What if fuel ran out and ships stopped and h
Does anyone know where the minidump files go when a mod crashes the game? I usually set show errors to true and walk through the mistakes, but sometimes it doesnt do that, just goes straight to minidump and it would be great to know why. Thank you in advance, -Teal
[quote who="Whiskey144" reply="10" id="2385707"]having a very well defined ability for making a 'SB tug' would work. SIDE NOTE: ALL units can have FIVE abilities in Entrenchment. SBs&Caps just have the upgrade/ability management button covering it. Here's how I would do it- basically make an ability on the TEC&Advent SBs with a Repulse-like effect; have the ability only target frigates the have the bool modifier of 'CanBeCaptured' or 'CannotBeScuttled' (or some such thing l
:) if you import the HW2 stuff, and like put it on filefront to save it, and i "accidentally" got the address, would that be ok? :) Prolly not, but well... :) Its difficult not to want that, -T
:) TY harpo!!! -T
:) Tesla, When i mod, i have sometimes pulled files from previous versions, which weren't changed the way i thought they were. You fixes not staying fixed might be that. But that is normal. Just keep a clean version at hand to copy needed files from and that avoids that problem. :) -T
:) You can also use Dekranic's or Harpo's gui program to load the convertdata.exe to translate them. After that, just change out the damage value in the Kol entity file, the TechBattleShip you mentioned is the right one, just as ManShooter suggested and you will have your One Shot Gun, haha, that would make for short battles wouldn't it. :) Remind me not to play Advent against your Tec, haha, i will lose bigtime!! :) -T
Alright. So, further questions: 1. Is it possible to set the number of crews a cap ship uses? 2. Is it possible to set the max levels for a ship? IE, Ship A can have up to 3 levels, while Ship B can have the full 10? 3. Is it possible to have abilities that have more than three levels? 4. Is it possible to set the number of ability points a ship gets pe
Good to see the Pirate Mod back in work, will love to see it done. :) T
:) try diffuse filters in the mesh file, look at the CL the DA and one other Normal, I think. Without one or the other the CL or the Diffuse they are almost black, with one of them gone, DA? They ARE black. :) Could be a million other things, but i have seen this myself modding meshes. Take a look and see if it is. :) T