a0152570

a0152570

Joined Last seen Member # 6037445
39 Posts 463 Replies 3,754 Reputation

[quote]Can we mod new hulls? [/quote] Yes, existing hulls can be modded and you can mod in new hulls. Former is pretty easy, latter is a bit more involved. Hull ststs are defined in ShipHullStatDefs.xml [quote]Would it potentially break the game, or is it just that you guys got all hooked up on "controlling" content the workshop way? [/quote] While any modding is potentially game breaking, it is relatively safe and easy. While i agree

13 Replies 26,885 Views

Does not happen all the time but does most of the time. Take a fleet, put it on guard, stack another ship on, … guard is canceled Shipyard> build, auto ejects, put new ship on guard. Build another ship, when it ejects onto the first (which was still on guard; … again guard is now canceled. Happens each time a new ship comes out WHY BACK (1.1 maybe?) this did not happen, i.e. if you put a fleet or ship

1 Replies 2,329 Views

Hi gauntlet ** disclaimer, You’re the better modder so I could be FoS but take a look Love your mods. Couple of points/questions: 1) in GSM you have StarbaseModuleDefs, which overrides the core game file (I’m ok with) Did you notice SD changed many Multiplier modifiers to FLAT? I think the latter is better (like you have) 2 Some buffes in original are beter than yours: e.g. TractorBeamModule> TacticalSpeed> Enemy; yours =-0.2,

1,416 Replies 4,509,635 Views

[quote who="pshaw" reply="12" id="3623020"] We are always looking to make improvements to the pathing. Two things -- first the paths are similar in length. That is, if you count the tiles in screens above, the direct path tiles vs. the one where it seems to swing wide are the same. The reason that it choose on path vs. the other has more to do with what obstacles the ship thinks may be blocking the destination. [/quote] For a while this<span style="text-decora

17 Replies 14,068 Views

[quote who="pshaw" reply="3" id="3623057"] ust a heads up that we found the problem and are working on a fix. [/quote] [e digicons]5*[/e] [e digicons]:D[/e] [e digicons]:beer:[/e] [e digicons]:grin:[/e] [e digicons]:thumbsup:[/e] Hope all my tickets were a help [e digicons];)[/e]

5 Replies 10,693 Views

[quote who="pshaw" reply="9" id="3623059"] For changes like this, you need to start a new game. IF you are still seeing the problem after starting a new game, please let us know. [/quote] Well here you go, New game Mods off (unlock just to get there quicker) http://content.screencast.com/users/a0152570/folders/Jing/media/63e9bc0c-eab3-46af-88ba-20cbd223ae5f/2016-02-29_1726.png <a href="http://content.screencast.com/users/

17 Replies 46,423 Views

[quote who="Taslios" reply="6" id="3623035"] Well i started my game late Friday night so it should be the latest.... didn't realize there was a 1.61 2 [/quote] I got a support email (wrt another issue) saying there was a push to the op in. The 1.61.2 i read by looking at the ver # (properties) of the exe

17 Replies 46,423 Views

[quote who="neilkaz" reply="4" id="3623026"] Hmm...when did 1.61.2 come out? [/quote] Friday i think ** EDIT **Man, i don't know where my head and eyes are at but i misread your post. I thought you were playing the torians. I do believe you are correct, AqM not working for other races

17 Replies 46,423 Views

Very strange, I have played then several times (most not full games, just swimming around [e digicons];)[/e] ) But i have not seen that problem. I think i recall seeing the -50 on the planet description but when i looked at its rw production it was OK (i.e. no -50). I'll try a new quick start and check it out when i get home. BTW are you ruining the latest opt in -1.61.2?

17 Replies 46,423 Views