ZombiesRus5

ZombiesRus5

Joined Member # 3496922
11 Posts 615 Replies 2,966 Reputation

[quote who="Cylon_Luvr" reply="2216" id="3423164"]- Can research construction outpost, but ability is not available for the actual starbase. Could probably remove "Enforced Loyalty" and replace with Construction Outpost? [/quote] Your correct it's missing as a starbase upgrade. There should be room for one more upgrade. I'll need to add it in. [quote who="Cylon_Luvr" reply="2216" id="3423164"]- I don't think that the Pulsar Cannons research works in the Defens

3,050 Replies 8,611,270 Views

[quote who="GeomanNL" reply="1400" id="3422818"]Like cold fusion[/quote] Like AGW, this is pathological science. [quote who="GeomanNL" reply="1400" id="3422818"]cars running on nothing but water[/quote] According to the currently accepted laws of physics, there is no way to extract chemical energy from water alone. [quote who="GeomanNL" reply="1400" id="3422818"]Or you could go for population control[/quote] The liberal/s

2,913 Replies 9,300,996 Views

Links are updated. Apparently mediafire defaults to private now requiring you to manually share them. Here's the changelog: Change Log (Build 29 Patch 2) Moons Changed missile effect- Added missing hangar and weapon null points to cylon asteroid Militia Added corvettes to militia templates. Corvettes will now spawn on neutral worlds with other militia.</s

3,050 Replies 8,611,270 Views

[quote who="Lavo_2" reply="2047" id="3420327"] Ran some tests now, and it appears that Open Rebellion doesn't work with race-specific Open Rebellions, it has to be one single common Open Rebellion. [/quote] What did you try? did you use RacialBuffAtLocation? I'll run a test on my end too because open rebellion is causing me issues.

2,761 Replies 7,651,251 Views

[quote who="GeomanNL" reply="1210" id="3420221"]That's already partly the case, with Germany investing heavily in solar energy, and at the same time stressing the Dutch energy grid with their power fluctuations... [/quote] That is too fucking funny. It's sad you don't see the irony in this.

2,913 Replies 9,300,996 Views

[quote who="CalmLlama" reply="3" id="3420053"] It would save a lot of debugging time to create entity and manifest files using a GUI that didn't make typos. I was hoping someone with a copy of vb or excel would have built something. I don't have a copy of excel, and i don't really want to buy one, otherwise i would put something together. [/quote] You couldn't put something together that would match what I did. Simple scripts can be used to generate t

6 Replies 15,864 Views

[quote who="Major Stress" reply="21" id="3419644"] I meant the 2 gig issue was fixed for the core game itself. Of course for mods it is a different story. People want to put even more eye candy in the game, but do not realize that they will hit the 2 gig brick wall if they over do it.[/quote] More like- people don't think your serious when you tell them they can't run mods on HIGHEST/HIGHEST/HIGHEST... Well technically they could- I could reduce the -da and -nm maps down

28 Replies 34,657 Views

[quote who="SinfulStudios" reply="2039" id="3419355"]Does anyone know where to find the files dictating Triggers are? (No, it's not the "Trigger.entity" file, we already checked) We've downloaded the Stellar Phenomena DLC, and we think it's great! However, the already infamous Open Rebellion bug is majorly getting on our nerves. We are trying to make an unofficial patch for it. However, we cannot seem to find where to

2,761 Replies 7,651,251 Views

[quote who="Nomada_Firefox" reply="33" id="3418502"] Just a question, how can I count the string entries? is there any good program for it? About other matters, if I´m not wrong, the phenomena DLC adds more files.[/quote] [Mod Utility] Entity Editor and Val

38 Replies 70,861 Views

[quote who="Lavo_2" reply="2031" id="3418440"]Quoting Sinperium, reply 2030 Is it possible to limit discovering artifacts to a single modded faction? Theoretically I imagine it is possible, by making use of the old faction mechanics. A race's "starting" faction can be defined in their player file, and the artifact, aka. research item, could be coded such that it requires that a race be part of a given faction in order for it to work.[/quote] None of the research pr

2,761 Replies 7,651,251 Views

[quote who="Lavo_2" reply="12" id="3417465"]Quoting ZombiesRus5, reply 10 If it's for all planets you can use one line with "Invalid" as the planet type IIRC. Pretty sure it wouldn't work; for planets Invalid is actually a real planet group.[/quote] Also, you can use Uncolonizable as a linkedPlanetClass type.

582 Replies 1,938,411 Views

[quote who="The Rusty Gamer" reply="12" id="3418271"]Does anyone having a answer to being able to ADD to the map browser while the mod is on, rather than OVERRIDING the maps?[/quote] copy the galaxy.manifest to your mod and add you new map to the list. Be sure to increment the count for each map you add.

15 Replies 38,612 Views

It's the home planet bonuses for tax income and extractors. You'll need to edit every Planet[Name].entity file and set the path:Home to NOT give a metal or crystal bonus. [quote]Also, I wouldn't mind removing the Frigate Factories[/quote] You'll need to edit the GalaxyScenarioDef for the normal start option for each faction. [quote]also lower planet development to a bare minimum when starting the game[/quote] You'll need to edit each

15 Replies 38,612 Views

[quote who="Kalavier" reply="2195" id="3417883"] Question: Could you add a cylon war era centurion portrait for the cylons? A friend would really like that. Also, last time I tried it the res hub seemed to never regain antimatter/energy, even with the upgrades. Also, I can't seem to find the colonial stealth bomber at all ingame.[/quote] Post a picture you think would look good and I'll see. It only regains anti-matter when ships in ra

3,050 Replies 8,611,270 Views