A nice feedback post gaultesian, Ok... 1. I like this idea, and may yet incorporate it, however, the bonuses available on Gas Giants can nearly give the same impression (Breathable Atmo, Traces of O[size="1"]2[/size], and Corrosive Atmo). But I will look into it for a possible future update. 2. I can see your point here, but if I do that, they are another Asteroid. I was always under the impression that the size of the planet would effect how far out the 'orbit' would be, and t
- Uzii -
Yes, all research in any mod the AI will use. However this version has no research, I am presently re-working it back into the mod (complications arose, see rest of thread). The new version will have the Gas Giant colonisation research, and population increase, which the AI should use. They also colonise all the new planets.
A nice thought, but it won't work I'm afraid. The levels in a research HAVE to be the same as their previous levels, and only increase or decrease in value. Thanks for the thought though.
[quote]3. Uzi's Sin's Plus mod is apparently fairly bugged.[/quote] Got that one right. The version at the moment is stable, and I'm going back to the drawing board with the research, we[I](thanks to everyone who helped)[/I] have found the problem, and although there is no way to fix it, there are numerous work arounds. I should be able to make some progress today, and I believe Aequitas was thinking about fully incorporating my mod with his, although at the moment, with my mods a littl
Ah, some good feedback today people, nice. Right... [b]@ Lungorthin[/b] It won't be compatible straight off, but if you ask Max, or someone else with modding skills they may be able to merge them. However, it is a time consuming process without a tool. [b]@ Shadowdrak[/b] Firstly, its a relief that some else is stumped. I thought I was just losing the plot, having checked, double checked, and triple checked everything. I like the way you mixed up the list order, and pla
In the GameInfo folder, open all the 'Planet#####.ENTITY' files. Scrool down about a page to where it lists the asteroids that can appear, and edit these lines: totalMaxResourceAsteroids 3 [color="#808080"] metalResourceAsteroidSetup . . . . . . .minCount 1 [color="#808080"] . . . . . . .maxCount 2 [color="#808080"] . . . . . . .extractionRa
You can't enable two different mods at the same time, and it would help anyone reading this which two mods you want to merge. It is hard, and it is time consuming, so its best if you contact the authors of the two mods in question.
[quote]I'm running Windows Vista, [/quote] Thats your problem right there. If you ever have a choice when buying a new PC, get XP. I'm not sure what your problem could be, if the game has read the mod, then it must be in the right location. If you haven't downloaded 1.0b, I recommend that, it should be stable, and playable. If you are using 1.0b, then b*gger, because I thought it was stable. I'll try and fix it tomorrow, until then, completely delete it, then install it again and fo
Yeh, this is the similar problem I have. They all say Oceanic C~ but once I have researched one of the researches it will unlock them all. The whole system is just broken. I have tried everything now, and the only conclusion I have come to is that the engine in its current state cannot support more than one custom colonisation research for new planets. I have no idea what the problem is, but everything I have tried has failed. The only way to be able to colonise the new planets is to r
Yeh, thats right. Do the planets tell you which research you need? Or do they all say Oceanic colonisation is needed? I'm at my wits end, I have tried everything, could you tell me which files your editing, and what bits? I'm tried everything, but no matter what all the custom planets need the Oceanic research in order to be colonised.
F*ck, was testing. I'll fix that now. I do apologise for all this sh*t, this mod is going to be in the bin soon if it doesn't start co-operating. I wish the devs would take a bit more of an active role on this board, this is the one with the most questions and problems, and I've seen roughly one official post a day, a bit disappointing. I know they've got a lot of work to do, but to them most of these problems are easy to deal with.
Good question, one I'd also like to know the answer to.
Interesting concept Gauntlet. It had crossed my mind to include a few 'stations' as planets in a future update, but seems you are well on your way. Nice work.
An interesting idea, after I've sorted my mod out (f*cking thing X-(), I will look into this. There are 2 possibilities, one its just a case of making the constructors phase jump enabled, or two, its going to involve a lot of messing around, giving owner ship of neutral space to people etc.. We'll see.
Small update, read the original post (in red). Please PM me if you think you have a solution.
I believe the arrows are automatic. Just remove the prerequisite to the research you don't want an arrow to. Or, if you want to mod their appearance, they are in BackdropInGame.tga in the textures folder.
Right... Here we go... First things First: [color="#FF0000"][B][U][size="4"]YOU MUST COPY THE ORIGINAL TEXTURES FOLDER INTO MY MODS FOLDER, [size="5"]THEN[/size] EXTRACT THE NEW TEXTURES FROM THE .ZIP INTO THIS NEWLY COPIED FOLDER. THE NEW FOLDER WILL BE 1.07GB WHEN YOU COPY IT, AFTER ADDING MY FILES IT SHOULD BE 1.14GB.[/size][/U][/B][/color] [b]@ Flexomatic[/b] Good to see you got it merged, and to your question about the Gas Giants, you will see nothing changes
They have been included in the categories already in the game, and a randomly generated map should use them. I'm not sure about the Galaxy Forge, but I see no reason why not. When you create a map with the in-game map maker, the new planets are at the bottom of the list, and they also fall into their relative categories, Colonisable, Random, Random-NoIce, etc...
[quote]Im sorry, gas giants are colonizable. I didnt realize :X.[/quote] Lol, no problem. I think the next update will be more textures for these new 4 and the original planets. I'm thinking of adding more difference between planets in the same category. An example being; Terran worlds, Stormy ones with thick cloud and dark seas, and peaceful ones with minimal cloud and light blue seas, to name some off the top of my head. Edit: Interesting idea Daehawk, I'll remember that one
I don't use the GF, but that looks like a good tutorial. I know theres a couple of guys around looking for stuff like this to fill their Modding Wikis up. Nice job.
Looks good. Space was always a bit too dark outside the skyboxes. Nice work.
Some of you may have noticed I haven't been around as much as usual, and it is with some regret that I won't be continuing this mod as a stand alone any more. I have many reasons, but it is mainly my short attention span which has brought this on. I have done my best to produce a top quality mod, and to help out as many people as humanly possible. I was here at the very dawn of modding this game, and I would
For that I recommend Notepad++. If you can wait until tomorrow, I'll merge the .str files. Should be pretty simple if my good man Aequitas has put his new strings at the bottom, a 5 minute job I think.
Looks like a nice mod, quite a few of the changes are for the better in my opinion, but after some play testing I'm sure the feedback you'll get will balance a few things out. Not too sure about the 4 fighter squads per cruiser, that may be too many for their Supply cost, but who am I to say... [quote]Capital Ship Colonize special ability: Reduced antimatter cost from 90 to 1, making it easier to colonize a planet after defeating the attacking forces.[/quote] A very risky move. As m
I'm pretty sure the engine can have an infinite number of strings, so long as you adjust the 'Count' number at the top. The question really is, is there only 200 odd string references for planet names, or does the engine randomly pick a name designated by the way the string is written (with a certain prefix or suffix). The string file is a limiting, but easily countered, problem when it comes to modding. When merging mods, it can get messy, but as long as you put all you new strings at