[quote who="harpo99999" reply="4" id="2379164"]varekraith, from the engine limits thread by blair fraser there is a caps level HARDCODE at 10 levels harpo [/quote] Yep, I'd figured as much. Editing post. Thanks, btw.
VarekRaith
[quote who="EternalDragon" reply="2" id="2379146"]Interesting... lol[/quote] Yep, I posted all of that on the build limit and then it hit me! Maybe the OP was talking about the Level Cap on his cap ships! D'oh! I really ought not post at 3A.M. [e digicons]^_^[/e] Still, I edited my post to put forward an "untested max level for caps" theory.
Edit # 2 - Lol, did you mean the level cap on the ship or the build cap? *facepalm on myself!* The Build cap is below. Each race has a 'RESEARCHSUBJECT_MAXCAPITALSHIPS' file. There are 8 of them per race, each being a level of research. The 0 file is the one that you automatically get when you start a game, hence why you have 1 cap slot. The 1-7 files add to this. You'd have to change the 'perLevelValue' under 'modifierType "CapitalShipMaxSlots"' to any n
[quote]For my part, I'm willing to put up with the bad behavior and take my fair share of lumps for the multiplayer experience. It's not perfect, but when it works it's awesome.[/quote] That nice and all, but it's not really about taking 'lumps' as you put it. For most people, it's about having to deal with the constant asshattery, smurfing and/or ego-stroking that plagues online gaming. Why should they have to put up with any of this to have fun? I'll take a comp s
[quote]Very impressive trailer! Technological superiority Federation too strong, but ISA gave great battle![/quote] Well done indeed! Kinda hoped I'd see the Minbari open jump points in the feds faces though, oh well. [e digicons]}:)[/e]
Yay for planetary defense guns! Anyone here ever play Imperium Galactica II? When the upper level planetary guns fired it was most satisfying. My fortress worlds were a riot. [e digicons]}:)[/e] Whats the range/power of those things?
[quote](I apologize if I've offended anyone, but recommending online multiplayer is the only way to properly respond to a complaint about the AI's tactical and strategic ability, and playing against other people is the only way to get around it.)[/quote] Your posts don't offend. However, in MP you open a whole new can of complaint. You see, I don't see MP as being any less predictable than the AI.&
[quote]Crap. *goes into hiding*[/quote] Busted. Though, I still think you're a sentient forum bot. [e digicons];P[/e] Edit - *Looks at my member #* Pfffttt all you whipper snappers and your lack of respect and your loud rock and or roll and your......snooze.....get off my lawn.....snooze [e digicons]:zzz:[/e] [e digicons]XD[/e]
Here's a list of things that I fixed on my end. 1 - Cruiser_ALL_Construct - Replaced hyperspace and engine sounds to be inline with other Alliance ships. 2 - Cruiser_ALL_Heavy - Removed bad hyperspace travel sound. 3 - CruiserImpUtility1 - Removed hyperspace travel sound. 4 - CruiserImpHeavy - Removed hyperspace travel sound. 5 - CruiserImpConstruct - Replaced hyperspace and engine sounds to be inline with other Imperial ships. 6 - Frigate_ALL_Siege - Removed
[quote who="TheRezonator" reply="96" id="2371205"] Quoting VarekRaith, reply 95 I don't think there should be restrictions on feeding. Just seems like an arbitrary restriction to me. Actually, how it works now is arbitrary. Sent resources just magically and instantaneouly appear in your coffers, despite the great distances involved. not really, you would be surprised just HOW much trading goes on in todays market completely electronically. and in a
Music question! Are all the Battle themes from Haegemonia - LoI(and not just the expansion)? Because, damn. I had forgotten how good the music is!
[quote]I don't think there should be restrictions on feeding. Just seems like an arbitrary restriction to me. [/quote] Actually, how it works now is arbitrary. Sent resources just magically and instantaneouly appear in your coffers, despite the great distances involved.
[quote]White Stars are as of now not planned for the minbari (well, not at all for now) [/quote] Yep. While the Religious caste built them, in secret mind you, the official Minbari gov. did not have access to them. Do you guys have a timeline as to when this mod takes place?
Hmm, my link still works. But, as harpo suggested, I'd use his app to convert the ref files. It's what I used! Though, IC should really update the Forge Tools.....
[quote]Most of the Minbari ships[/quote] What, no Warrior caste chick? [e digicons]^_^[/e] Mod looking good so far!
[quote]I haven't played a lot of Empire in 2.5 yet, but they had flak turrents in 2.4. Well technically they were laser turrents but they did the same thing. You're absolutely sure they don't have them?[/quote] Ok, the flakgun turrets do work, however the icon that indicates that the hangar has them doesn't show up. Minor thing. The Imperial Long Range Frigate references a picture that doesn't exist. No effect on gameplay. Now in the following image you'll
[quote]This is a known issue, I'm pretty sure I know the problem. Will be fixed in the next version for sure.[/quote] Yeah, it's an easy fix. I can send you the modified files if you want. Also, is the Imperial hangar base not supposed to have flak turrets? Finally the AI, particularly stock races, have difficuties with the local militias since they got beefed up.
Bug report; PlanetNoAtmosphere.entity and PlanetGasGiantStable.entity need another stage added to their aritifact levels.
Arrrr, rebell'n?! Mateys be not havin' 'nough to drink? Arrr! We be raid'n the ner'est pub! Drink up mateys! [e digicons]:beer:[/e]
Yep, the Tartan is missing 'AbilityImpProbe' as its second ability. You can mod it yourself, but you'll have to know how to convert 'FrigateImpScout.entity' from binary to text. If you can do that, here's the fix Search 'FrigateImpScout.entity' for 'ability:1' (Line 137). Between the quotes add 'AbilityImpProbe'. It will look like this; ability:1 "AbilityImpProbe" Otherwise, you'll have
[quote]will there be an anitmatter recharger ship implemented, because there are not that many stars in each system. and if it only charges near suns and cap ship factories, you would need to have cap ships factories on every frontlines planet.[/quote] Well, if it's within Eville's purview, I'm sure a freighter/tanker can be implemented to recharge ships. I would also make the tanker have a huge and damaging blast radius should it be destroyed.
Yeah, I'd uninstall and delete all folders associated with Sins. A pain, but nuking it is the only way to be sure. [e digicons]}:)[/e]
So be it then. I don't suppose this could be modded? I'd rather not change the turning rates as per whiskey's suggestion. If not, no problem. I can tolerate it. [e digicons]B)[/e]
That leauge sounds awesome.
Banned for dissing my umbrella of ballistic missile protection.