i'm not entirely sure this is hardcoded. I know that the reference entity files for the crystal and metal asteroids is in the gameInfo folder. And i am guessing at this point that like strikecraft it may be possible to change the internal parameters fo the entity to reflect something else... like giving bombers missiles as weapons, perhaps a crystal/metal hybrid resource asteroid, or something new you create and list in the string folder, such as say black ore. But would have to experiment wi
Teal_Blue
:) Just got half way through a game, well.. haha, about 2 hours in and it is AWESOME!!!! :) Kiedjor, you are a marvel!!! i fell in love with the Epic mod, and this one has a different "feel" to it, but very very nice!!! :) Although i must admit, just my two cents, that i miss playing the vasari once in a while, mostly i play advent, and sometimes tec, and once in a blue moon the vasari, but it is nice to get the different "flavors" of each different rac
:) there are a few interesting directions to look at... One is to look both at phaseOutHull and the boolmodifiers in the buffs that lead off from the ability. The other is to look at ceasefire and the boolmodifiers in the buffs there as well. The phase out, will make the ship transparent, not quite the same thing, or you could micro-reduce the mesh to a hundredth using newbeorgs resize tool and then unlist the icons listed in the entity file. With this and the ce
[quote who="neterw" reply="5" id="2166797"]Hi Teal I got your point, I understand your solutions for my mentioned problems. I think I wasn't enough clear with my concerns. So I redifine them I (and maybe many others) have an image about cloaking from games (starcraft,c&c) and movies (stargate,statrek) how should it works. I think becouse there are limits of sins, right now, no one can make ships/buildings actually cloaked! 1. _LOGO ISSUE_ cloak conception
0.4 seems pretty balanced, i havent compared against Raging Amish's or Eadtaes, though i have downloaded those too, and have played them, i havent tried to do any sort of comparison, but perhaps there could be a "joined" version between the 3? I dont know, just asking at this point. But there are things i like about each approach, Good work on all three. -Teal
[quote who="Volt_Cruelerz" reply="7" id="2289476"]As far as the MS mod goes, this would be interesting... Last thing you want is a fully upgraded Lancer smashing your precious level ten flagship @Teal: Thank you. Oh, and this is nothing for the moment, but this mod will likely expand eventually to have Darvin's suggested Artillery cruisers as well as multiple new types of SC's... For now, it is just Lancers and Destroyers though..
:) Yes, i suppose i do, haha, i get all these silly ideas!! Then not to mention "versions" where this has large planets, and this one doesnt, and this one changes the numbers on ships shields and this one... :) Well... haha, what can i say? You know you've been modding too long, when you get invited out to dinner and you say "Just let me finish this last part..." :) When it goes nice, its not so bad, but when i have wasted hours and miss
not yet Harpo, but i will download it and give it a try, kk? :) i will let you know how it works :) thank you for the tip!! -Teal
:) Haha, thank you for the encouragement! I'm better today, i got the ships to deploy again, and the caps to spawn and the first five of the tech frigates i wanted to convert done. So this is the first step. :) School starts next week, so i dont know when i will have a chance to get back to this, but it is tedious work, with changing out specs for the frigates and getting them into the cap frames. I am doing this on vanilla as it doesnt require me to update the entit
Well... I messed up big time, i ran the test, it worked with deploying frigates and the capitals... But when i zipped it up and posted it, it isnt there, i looked in the zip file and in the copies i have on the pc, but l must have tested in a folder i am not remembering and zipped the wrong one to boot. Well... after trying last night to re-do everything, im now running into errors even getting the phase fleetbeacon to properly run for the other races. Much less the change ove
:) Your mod sounds very very interesting zRazor, what is it? I would love to give it a try. :) -Teal
I wonder if it would be possible to use the jump ability used to travel between stars to be embedded in a structure? Something like a phasegate? Which may be produceable from whatever well you want, all you need is a way to spawn or build the phasegate, call it starjumpgate, essentially the same structure with a different ability. hmmmm.... interesting thought... Thank you for the cool idea, let me know if you get it, i will give it a try and see what happens.
:) Very Very Well i might add :) -Teal
In between my rather limited time this last week to get things ready for school coming up and sleeping, haha, i have found a little time to sit down and play a game or half, :) depending on the size of the map of course, and i have lately been basing all my mods on the oversize planets. It was an idea started i think by Cybdevil and continued beautifully by TohKlidan, others have it too i am guessing, but i havent played those so i am not familiar with them. But what has
:) Thank you for the thank you's and good luck's :) I should mention, that i saw today that some people have been downloading the second post, with the psifleetbeacon addition. The mod is REALLY NOT READY for that, well... it isnt anything but the change in fleetbeacon, which im going to use to spawn capitals. I still have to convert the frigates, one race at a time, all of the frigates, (alot it seems, i think 10 per race) to capital specs, well, it
:) Glad you got it working!! I used to play 7 Deadly Sins alot, and the blackholes there were devastating. :) Adds an interesting new element to the game doesn't it? :) Take care, -Teal
:) I'm only middle of the road, okie? So this maybe off base, but you are welcome to try and see what you think: 1. build capital factory 2. build extractors 3. Leave everything else alone and build first cap, i build the battleship 4. build the first combat lab 5. build the second cap, i build the colony 6. buy the next level for the battleship 7. take both caps off planet to the closest next planet 8. level
:) I am running fleetbeacon for psi, i adjusted some of the ships, actually just included the capitals, the rest i left the same, i renamed the changed fleetbeacon to psifleetbeacon and put it in the entity manifest and in the psi battleship and set it to use lower resources, just to test it. I raised of course the fleet points used to add in the capitals. When i run it, there is no major thing that happens with the game, it just spawns them, same as spawning frigates, there is
:) Sorry Tesla, Terraziel and your suggestion worked very nicely, but i dont know enough about the abilities to know what to tell you, but i am interested in the answer as well. :) Thank you and Terraziel for the nice help!! :) -Teal
:) very very nice. :)
Hi, i was thinking this morning of those map campaigns that someone on the forum was putting together so nicely, and i haven't seen any new ones for a bit, and thought of trying to simulate a campaign by carrying info over from one map game to the next, so that the same ships continue on from map to map. Is there any way that anyone knows, even manually of doing that? Do you think copying the contents of one save game into another would work? I have made small maps and j
:) Well, thanks to Terraziel and EvilTesla we are back on track. :) There is still alot of re-work to do, and converting of numbers for the capitals down to frigates specs for "levelable" frigates, but it will work. :) I want to keep the levelable frigates still with starting specs and raise them, not as much as a capital, and at their peak only 75 percent or so of capital strength, i will have to look at the original numbers, perhaps closer than 75 p
:) Thank you Terraziel and EvilTesla, It works!! And is interesting, but it will take some work to get the capitals changed to f
Well, so far the leveling is NOT working. :( The combat turret has levels, for its stats, weapons, hull points, shields, cooldown. Why is it not working? I am launching the ability from a frigate, maybe it has to be launched from a capital? From a ship that has levels? Maybe, will try that, that and perhaps see if i can convert the frigates to capitals and level them that way. -Teal
I am looking for a way to "spawn" capitalships and have been scratching my head for a way. There is a spawn frigates from ability of course... and capitalships can and are listed in the capitalships from the capitalship factory, but of course there are only 9 available slots to launch from... haha, i just thought of something... maybe... I will give it a try and see what happens. Let you know. If you have any suggestions, please feel free to let me know. If not then i will try