Ordian

Ordian

Joined Member # 3362106
1 Posts 2 Replies 1,283 Reputation

Okay, just wanted to give a heads up to everyone that, after much thought, I am currently working to include many elements ffrom the Sins Plus mod into this one, albeit heavily modified, for the reason that it allows me to further develop in a field of Research that I have been working on, Plantary Research. The additional planets open many doors, as it gives me quite a bit more leverage in this field. I also plan to specalize the planets to particular rac

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@Tkins: I do not think so, as it was the first thing I tried to do before reorganising the fleet tree. The number of research trees is in the programming code, and when I try to change it the error code keeps telling me to and I quote "If you need more research trees, bug a programmer". Really strange error code in my opinion. @Dathion: At the current moment there are no real plans to merge this mod with any other as I have not contacted nor have been contacted

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Okay, I added a sneek preview of a cupple of the changes I am working on under the New Techs being worked on section, but it is not a complete list as I like to hold people in suspense, nor are they completely set in stone hit the being worked on title. @Tkins: Glad you enjoy it. :) @EviliroN: I will work on that, but as of right now my focus is getting the first complete release to the public as it is still in beta form, and so most of what free time I have right now is

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Thought I would post a reply to inform the current situation on a new release for this mod and let people know I am still here. I am currently working on filling out the fleet tree with new techs and while RL has become rather busy with a recent move, I still expect the next release at the beginning of the year, if not sooner. This may change, however, but as of right now it is the goal I have set.

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Yea, and it might have to come to that. Just so much nicer having the arrows there and changing as you work on the mod so it is easier to know what goes where right off hand instead of having to have a finished product before making the arrows. Guess I will have to pin and paper it for reference until then.

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Ugh, I was afraid of that but had my fingers crossed. Anyway, I guess I'll change how I approch the Fleet screen. Maybe fill it with one shot researches or use the idea of "you must research the previous tech to access the next" approch. Should not be too hard with the second approch, as most weapon and shield upgrades follow that already. Anyway, thanks for the heads up Vandenburg.

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I understand the arrows are done automatically for the main two research trees, but for some reason they do not work if you change the Fleet tree to make way for additional techs. Here is a picture to show what I mean. What I did in this demostration was copy the techs over from the combat tree of the TEC into my custom fleet tree without messing with any of the other attributes. As you can see ther

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I am currently working on a research mod and I am stuck trying to figure this out. I was wondering if anyone knows how to disable/enable the arrows that show up between various techs. Basically I have built an enitrely new research tree and I have gotten everything else to work but the arrows do not show up between the techs even though the Prerequisites are set.

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