The ships Gauntlet has designed are intended to be used as it without visual modification. I would suggest just turning the scale on any ship modules way down and then just clicking them into place, makes the whole process much simpler.
Deathwynd
In reverse order. That is really all you can upload to the Workshop right now, the dev's say mod support is coming but some of us have started just using the nexus for mods. As far as I know you cannot create completely new ship parts. Yes the game just always uses the same video it doesnt support changing vids. As you asked in your final question the workshop doesnt support anything but ships and custom factions at this time. Give the nexus a try its
couple that with lowering sector sizes and it should make a very large very sparse map.
First don't monkey with HexSectorSize. To my knowledge even if you could make the map physically larger you'd hafta do alot of tinkering with the minimap setting to get it to work right, and I'm pretty sure you cant anyway. However you can add more stars and planets and such. Base>1200 seems to increase the total number of objects the map allows to spawn. 600 adjusts the total numb
The mod installed and works just fine, the ships look beyond awesome in game! Yeah I am working on a mod that specifically adds a new hull type and because of the way it works it needs a custom ship design for each race. I can PM you a link for the beta version if you are interested in seeing it Gauntlet.
Dammnit now I hafta make another nine custom ships for my latest mod project! No truly cheers mate good to see it released and downloading now.
Ahh ok when I checked my files I didnt see that change probably cause I'm not modifying the original file anymore. Thanks for the heads up man, appreciate it.
You are using something other than just these two mods cause there is no duplication not sure where the problem is coming from but it's neither of the planet mods.
Oops yeah I think something went wrong there :-P I'll be sure to get that fixed.
the mod is tested and working as of Game version 1.1 release.
The mod is tested and working as of Game version 1.1 release.
Yep after doing some comparative testing with other traits it appears to be the mining traits on the silicoids that causes the crash in the Diplo window. AI Collective has more modifiers and yet causes no crash but with a bit of systematic testing I found the problem. As it is however the race plays right and everything else works so I'm going to hold off on fixing this until I finish the current balance pass I am working through during which I should have a fix for this p
The new fix to correct for the crash on the race window with races using overly long modifier lists on a single modded trait works fine though it results in an empty grey box. The same crash however still occurs when mousing over the same trait in the diplomacy report window in game.
Yeah gonna do a balance pass shortly, still the normal races will be underpowered but thats by design, either design new races or crank them up to ludicrous speed and let em loose :-) The Silicoid crash is something I will look into though the latest patch notes show some changes regarding races with long mod lists so that might have something to do with it.
I have no idea offhand, its quite possible they will it is set as an approval building and is very cheap so I think they should.
The minor races have entries just like the majors but have a few key differences, shouldnt be difficuult to mod them, someone out there did a mod that made minor races lesser versions of majors, I think it was the Balance mod.
yeah to my knowledge actually modifying the planets is doable but really finicky so atm I simply assigned them art kinda similar to their type, when i can get a better handle on modding world graphics I'll spend some time polishing that aspect thoroughly.
I'll take a look it might be possible but not certain I think ship is as granular as you can make it. You can do a mod directly to the shiphullstatdefs but don't think you can apply it from the component side.
1. If you are talking blueprints then its Tiny 2. as far as I know the fighter types are locked up in the XSD'd which atm are unmoddable, they just crash the game. The blueprints for the existing fighters are moddable but afaik there is no way to add additional ones or specify alternate BP's
TBH the project you are describing is MUCH larger than what you may think, you would need to go through and create new blueprints for each race and each class and type of ship and then add those to the FactionShipStyleSetDefs.xml It sounds as though you are wanting to tweak the blueprints so they produce ship closer to the way you want to see them. On the one hand this can be done relatively easily by modifying the existing blueprints so they produce ships more in line with wh
While it would be possible to eliminate the dead worlds entirely they cannot in fact be replaced as the deadzone orbital lane does not spawn anything but dead worlds and resources. Upon what do you base your claim that my industrial world is not compatible? I just reviewed the two files and there isnt anything whatsoever in either that conflicts.
Hrm I don't monkey with the AI much and tbh been modding so much lately havent had much time for gameplay. Depending on the world the negative might be enough to weight it such that they ignore it, both the Industrial and Military precursor planets have negative food so that might be whats happening I'll do a long soak when I get home today and see what the AI does. In the little bit of testing I had done previously they snatched up all of the new planets ASAP, I wonde
Cant use the racetrait option in PlanetTraitDefs.xml unlike you can for improvements or shipcomponents etc, its not supported by the XSD, so no way to use racetraits to unlock anything in planets.
http://sourceforge.net/projects/npp-plugins/files/ first one on the list [e digicons]:grin:[/e]
Ok everything not only looks right but it IS right. I copied your code dropped it in some test files and it shows up in game just fine. Here's the thing sometimes you can get corruption or invisible formatting errors which can render a file non functional. I've actually had a file that would not work right no matter what despite the code working fine when copied into a new file. I finally ended up recreating the file from scratch but something els