Hi, I'm working on v9 of StarFall and have some interesting physics that have come about by re-sizing the planets and stars, and wanted to ask if anyone would care to help me test it, its still alpha stage for the new physics, but the races and ships and everything from v8.5 is included. Its just the new physics and the grav wells and the distances that are driving me crazy!! Haha, i've tried new values but im missing something. Hope some people
Teal_Blue
Hi, Sorry to ask, but i am stumped, my experience with planets and stars is rather limited, as in almost none. But i used the re-size tool to make the planets and stars (standard planets, no added or extra planets) about 10 times larger. I thought it would be very cool to run around a planet that was you know... very very large, haha, anyway the re-size went off well and then dropped them into the mesh folder and i thought, okie, now i need to
St Cobalt, Is it possible to have one of the upgrade abilities also change the infocard? If so We could "Manually" list a level in the infocard for that ability, say second level shields adds an infocard entry of Level 2 from the String folder? I'm just pulling this off the top of my head, so im probably missing something somewhere, but it just hit me when i read the main pos
Fuel tests are interesting, there is an idea on the forum from Lord Tareq that uses speedboost to take a ship with a base speed of whatever (say 0.100000) to lets say 200.000000 (or whatever you want actually) in game without the speedboost the ships barely move, as if they were completely drained of fuel and were dead in space. When you apply the speedboost, (which wonderfully applies to all ships in a given radius, i believe its 5000, but you again can reset this value to any value you feel
[quote who="Dinoff" reply="18" id="2131862"] Quoting JJBuck2, reply 3Two questions, first when I try making a new ability the game tells me that the Buff file is not found, even though its definitely there. What do I need to have for the game to recognize this. Second, I dont really understand how the Strings work. If I'm adding a new one, is one string the three lines (string, value, description) or is each line a String. Thanks for the help. <br
:) Thanks St Cobalt, very nice!! Karma for the help!! -Teal
Ahhhh.... the gauss turrets move? Very cool, i play Advent mostly so havent seen it, but i will give it a try, that sounds very very cool!!! -Teal
:) Sounds AWESOME!! :) Will do! -Teal
JJBuck2, :) YOu are more than welcome to take my mod and add yours, right now mine only affects caps in adding the extra strikecraft and in having each cap ship now carry a anti-strikecraft gun. The other changes are planets and the research adding more caps and supply points and the increase on the Pirates. :) If you copy mine, add your cap ships and your new abilities/chang
:) This is for Entrenchment 1.02, yes? Sounds very very cool!! :) COngrats on the hard work, will be interesting to play and see how the gameplay flows. :) Keep up the Great Work!!!! -Teal
:) Wonderful idea!!! :) And with the new meshes that add new mesh parts (as in Entrenchment) i cant feel but that "Something" is on the horizon, maybe "moveable" ships, you know ships with moving parts, :) As well as maybe something like your "Ship Editor" :) Very cool idea. Am hoping its on the way. -Teal
:( Wing Commander was interesting, hope the mods not dead, but i have had a few "this is not gonna work" ideas die on me. Not that i didnt want them to be cool, i just couldnt pull off what i wanted, my chess mod is a good example, thought it was cool, couldnt get it to work the way the idea played in my head. It was just sorta Sins with 16 ships instead of hundreds, not what i had hoped at all, but what can i say? These guys may have run into something of the same, hope
This link should be ok, just checked it. :) http://files.filefront.com/FireFall+22zip/;13539811;/fileinfo.html Take care and let me know how you like it. -Teal
Taking a page from the current political scene: have been talking about it alot at school, 1. Treaties might involve a corresponding input from the treatied partner, on economics (Are we lending credits to the Advent? And if so, do we get a say in their economic decisions? How much GDP is used for planet upgrades vs how many for ship production or orbital defense? This of course means expanding planet upgrades and what they do) Right now, the
This is certainly NOT easy, im at school now, but give me a bit, and i will post a set of help instructions, actually, i think some one may have already did that, ShadowMastif has quite a bit of experience adding races, and i have just learned to add a few myself, but i believe 7 Deadly Sins and DanMan and company have very extensive experience, talk to some of the modders on their team, SpardaSon21, St Cobalt and EvilTesla, very good people. If you cant find anything, and you probably find m
Try StarFall, link is here, let me know what you think, -Teal http://files.filefront.com/StarFall+v85zip/;13534151;/fileinfo.html
a "playable" pirate race, with tech and resources "might" do it. There are a few on the forum, look around and give them a try. I think the resources and the full research is what makes the difference, but i could be wrong. Let me know. -Teal
:) Glad to hear it, Great!! Have fun and let me know how you like it. :) Take care, -Teal
Okie, uploaded to FileFront and to MediaFire, had some difficulties last night. I zipped it, and uploaded it, but then still had some old values in the asteroid entity and in the disciple ship. Had to remove those old "tries" to make it clean, and put the new ability into the colonyship. I also reduced the speeds on all the advent ships from 1.000000 to 0.100000, so the "out of fuel" makes the ships almost not
[quote who="Shadow_of_Light" reply="17" id="2131405"]i pretty much like the antimatter idea, makes star's even more important neutral grounds to control or do battle on [/quote] I hadn't thought of that, but i think you are right. Makes things interesting!! At least i hope so. :) -Teal
[quote who="Lord Tareq" reply="16" id="2131386"] Quoting Teal, reply 11 Oh, i have decided to name this after Lord Tareq, for his suggestion. And with his permission will include it in my StarFall mod. So it is now formall "Lord Tareq's Fuel mini-mod" !!!! Thanks, but there really is no need to name it after me or to ask for my permission. Name it whatever you want! [/quote]
:) Haha, no, but i get these silly ideas all the time, i guess i just got a crazy imagination! :) But im not surprised that someone out there gets these ideas and runs with them. :) Its sorta why i like to play all these cool games like Sins and HomeWorld. :) Lets me excercise my imagination and think up cool things, and talk to people who do the same thing. :) But thank you for the compliment, -Teal
[quote who="Teal" reply="7" id="2129932"] Quoting Kreeargh, reply 4This is needed for accurate BSG mod Do you think it would be possable to link the fuel with the metal{tylithum} that is mined? That way is goes down the chain, you use up your fuel you have to mine for more? That is a Great Idea!!! That is one we will have to try next!!! And if we can pull it off, then you can have it too!!! -Teal [/quote]<
I have put together a test version and am posting it to FileFront, it is loading now, and if anyone wants to help me test it and let me know what they think... does it work ok? Is it a pain? Does it make playing interesting? Or new or different? Or a waste of time? Haha, then i would be happy to hear everyone's thoughts. Right now, the Advent are the only ships with the "fuel" (speedboost) ability (I think the vasari use it too, but i didnt change it for them, just left it
Sorry edits didnt work :( Anyway, i left it as is, just dont click on it, unless you want to email Kreeargh or Lord Tareq or adecoy95, i thought copy and paste would be easier, haha, but it wasn't, it just made a mess. -Teal