Teal_Blue

Teal_Blue

Joined Last seen Member # 3305595
19 Posts 294 Replies 22,668 Reputation

Ah... Three mini's Mobile Defense: I took the planetbeamdefense and it was static, didn't move. Annatar11 told me how to move the pics for the beam defense over to a frigate, i left in the module builder thing because i thought it would be nice to build and fight. Makes building things way faster with lots of them running around. :) And the moveable beam defense arrays aren't locked into a single place and out of range anymore. :) Strike Cra

16 Replies 14,559 Views

see the galaxy forge tools overview on the sites main forum page. There should also be a readme in the document section to explain it. I think it is fairly straightforward, though i have never used it. I leave all mine as text, they seem to run fine that way. :) -Teal

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Is it possible to make noncombat items combatable? Or the reverse? Dont know. I would have to change one and see if i crash the mod. :) -Teal

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you could set the number in squadpsibomber or squadpsicombat to 1 and see what happens. You could then have a squadron of 1. I dont see why it wouldnt work. except when i make alot of squadrons they run off the screen when i mouse over the ship, but its do-able. It might have some uses and make for an interesting feel if each fighter/bomber was a unit in itself. Worth doing just to see. :) -Teal

22 Replies 8,166 Views

hmmmm... newbie here too, but there are lots and lots of cool modders who do a lot of stuff here. Good place to learn. I can try to see it i can try to do some of what you want to do too, to see if i can help. Dont know though. I'll get back to you on it. -Teal :)

9 Replies 7,146 Views

hmmmm..... sounds interesting.. :) me, i dont do the huge overhauls of the whole game thing yet, just tweak the values and made a moveable beam defense, but one of these days maybe... :) You guys just blow me away with your skills. Its like watching all these master coders at work. But i love to play the mods you make. It makes the game different every time i play it. :) -Teal

20 Replies 56,103 Views

[quote who="ShadowMastiff2468" reply="11" id="1920892"]Nah not fighter and bombers..they die to quickly to prove any kind of interest! Only when you spam 30-40 carriers together do they actually start doing some decent damage! Anyhow, gonna have to adress this issue to stardock, cus this is a real shame! It would be so fun having ALL ships being able to level! Sort of like reconignition for higher performance! You know like Will Smith in Independance Day when he blows up

20 Replies 11,310 Views

:) Hmmmm... about scale, what if it were mode-ed, i mean button switchable, normal mode, i can zoom all over the place. Static mode, leaves all the planets at one size, i travel from planet to planet without seeing very much of anything beyond open black space and the phase lane dwindling into the distance. At this level, planets could be HUGE,... :) and in this way, the space seems more ... hmmm.... how to say this... well... 'constant' if that makes sense. If im at one vie

28 Replies 50,833 Views

Well, not exactly a shooter per se, and certainly not FPS, but Vice City and the sequels are a lot of fun, I spent days on Sims and Roller Coaster Tycoon, but those are builders, not shooters. Civ and Empire Earth are great also, but also they are less shooters. Well.... hmmmm...... Doom is old, but lots of fun, still, and like the poster above i think i died like a million times in the hallways in Doom2. :\ Remember when you left your bodies behind? Haha, mine littered

8 Replies 75,063 Views

I could be mistaken, but i believe it is a Vasari ship. I dont know the exact name, but play the Vasari (in 1.05) and see if you dont see it. :) Let me know, i could swear i saw it there. Either that or im dreaming. :) -Teal

3 Replies 11,032 Views

Oh, by the way, did you see Wraith's HomeWorld 1 mod here on the site, it is very very very very cool....:) You should try it. I dont know about the feasibility of HW2 getting modded with the turret animations, but well, he has done a marvelous job, a professional job i would say. I wonder if he is a game dev here, or from somewhere else? But i think if anyone could pull it off he could. He has small things in the HW mod, like resource harvesters doing their pickups from the A

10 Replies 60,889 Views

:) I have an old copy of HW and HW2 as well, and they are fun, but nowhere near the graphics of SIns, but i do like them alot still. The moveable turrets in HW2 and the missions in HW1 were difficult at first and still, sometimes i miss my step and wind up losing, haha, but i noticed as you did, that initially, building up fast gives you an edge against the threat before it gets too far into the system. :) -Teal HomeWorld Memories :)</p

10 Replies 60,889 Views

:) With that many fighters/bombers i think i would have to cheat a little bit, :) If you take the Domination ability from the Advent, and use it in the Tech ships, doesnt matter, or the Vasari, and tweak it so that it will attack not only frigates, but also capitals and planets and fighters... :) also you would have to turn down the antimatter cost and the cooldown time, say to 0. :) Oh, and of course, change the level 6 activation to 0 to get it right off the

46 Replies 21,074 Views

[quote who="Albinus" reply="18" id="1920280"]Thanks for the suppot Teal Nice Shadow can't wait to see the Nephil in action! Question to anyone viewing this thread: Anyone know how to give frigs strikecraft capability? So that they could hold strikecraft?[/quote] Yes. :) I think i answered that to you in another thread already though, but if you like i can say it again, :) Let me know if you st

25 Replies 13,408 Views

Wraith, This is one piece of cake, you know that!! It is darn near perfect. The little touches you put in, some i am just seeing for the first time, like the resource harvesters going to the asteroids where the extractors are and then going off planet, i am assuming back to the trade ports, but it is wonderful to see. :) I was trying to do this a few days ago, but came to the conclus

155 Replies 127,667 Views

[quote who="ShadowMastiff2468" reply="17" id="1921793"]YOUPI!!! I'll have to go work on mine too! Puff, got 3 mods to work on, 1 story, university, job...damn will this ever end [/quote] Nope :) Haha... but thats okie, have fun, dont forget the wife and kids though. :) -T Oh... about the extractors... Wraith did it already in his HomeWorld mod, it is very very cool. He has the resource harvesters fro

20 Replies 20,624 Views

[quote who="Albinus" reply="12" id="1921753"]what do they mean by antimatter costs? How does that affect anything?[/quote] Each ship and artifact that uses weapons or abilities that need antimatter, has a certain cost. Not everything does of course, only some things, but quite a lot of somethings sometimes. Anyway. Lets say you have a frigate, and it has, lets just say 200 antimatter, okie? Now jumping costs 100 antimatter from planet to planet. So lets say you ha

17 Replies 15,193 Views

[quote who="ShadowMastiff2468" reply="15" id="1921781"]I'm there for you Teal! BTW my story is far from perfect too! but the important part is you actually wrote it down and shared it! Just feels awesome when someone says he liked it!!! Thanks! Justin S.[/quote] :) Will try to post it tonight.... well... we will try... :) -T

20 Replies 20,624 Views

[quote who="Soor" reply="2" id="1920096"]Jah, descriptions would be good [/quote] Im sorry, yes... i should write up descriptions, to let you know what they do. :( give me a bit and i will change that. -T

16 Replies 14,559 Views

[quote who="Albinus" reply="10" id="1920114"]quick question... How do you give ships the ability to hold strikecraft?[/quote] Most ships, i dont think all of them, but alot, have a section that lists the ships and their count for that ship, such as: this is what it looks like with no fighters/bombers: squadTypeEntityDef:0 "" squadAntiMatterCost:0 0.000000 squadTypeEntityDef:1 "" squadAntiMatterCost:1 0.000000 maxNumCommandPoints 0

17 Replies 15,193 Views