Thanks for the link, I've already been through it, but have to admit that I didn't see MakeDead, so I'll go back through the list and see what else I overlooked... :/ Still, if you have any further suggestions then I'd love to see them, this is my first venture into the Ability/Buff side of things.
SEB9
[quote]It is actually that line in the map file. The isFirstCapitalShipIsFlagship is the toggle for the free capital [/quote] Sorry but I have to disagree, I have even changed that field in several of the default maps but alas the Free Capital ship remains.
I've got a mid-powered graphics, Go7600, and I have significant slow down with 30 Squads of 12 Strike craft each. I have to zoom out to Icon level to smooth out the framerate during a battle. So although the sky is the limit, what your system can handle smoothly will be somewhat less... The other thing to consider is that the game deals with Squads, and thus you are never dealing with that many, but if you take a moment and consider how many Stike Craft the Squads in play
I'd like to remove the Free Capital Ship at the beginning of a game, for my Mod, but can not seem to work out how to do so. I note that Galaxy Forge has a Boolean Field that preports to Turn On/Off the Free Capital ship, but looking in the Map file shows the field to be dealing with Setting the 1st Capital Ship as the Flagship instead. Any help would be appreciated.
For the Mod I'm currently working on, I would like to modify the Colony Frigate so that it ceases to exist after a colony has been established - basically the Frigate is dismantled and used to setup the colony. I'm after some advice on how I should go about modifying this ship to achieve this goal.
Thanks Annatar11, however I'm not interested in the Fleet screen, only the Civ/Mil screens. You are correct in what you say about the arrows being placed automatically. I've found that if I move my Research items around so they are positioned within the bounds of an Arrow, then an Arrow will be displayed. However its not ideal for all my tree setup, so I'm going to see if I can add an additional arrow to the .tga file and associated files, that does fit my desired placement and s
I don't think custom backgrounds is the answer. Especially given that almost everything else in the game is available to us in a file somewhere. Some investigation has revealed the following: The Graphics for the Arrows is contained in the file BackdropInGame.tga The Individual Arrows are defined in the file Screen-InGame.brushes The Individual Arrows are given a name, for want of a better description, in the file ResearchScreen.window However I have no
I'm in the same boat...
Great, just the answer I was looking for.
Why not, got none currently [e digicons]:grin:[/e]
Many thanks for the information. My mod is in the very early stages, and I'm just trying out ideas for bits and pieces at this stage.
I have been trying to load downloaded and my own Mods; but none will load and all generate a Dump file. I've turned on Logging, but the log file doesn't contain anything. Any ideas, or is this the price of running a Beta version this time?
Whatever the Captain was on, it was gloriously short-lived...
Here's the setup... AI is down to its last planet, is building Frigates and a Cap ship - Battleship. System turrents have been destroyed earlier in my attack. I'm attacking with 2 small fleets in system and 28 attending Squadrons, and 1 fleet flanking - they are dealing with the escaping Frigates it turns out. I have sent the Squadrons off to play with anything thats not the Cap ship factory, or the Battleship that emerges. The Battleship once finished heads
I have the same problem with my 1st map from GalaxyForge, but everything you advise in the fix is already correct thus there is nothing to change. Any other suggestions?
Melbourne, Australia -> thats is also exactly how the location is entered in the docklet also.
I've just installed the lasted free version of Object Dock and note that the weather docklet is 24 hours behind. So what this means is that when the 5 day summery icons pop up, today is labelled 'tomorrow', and 'today' is yesterday etc. Is there a fix for this or is it a known/new bug?
Well thats good to hear re the speed increase cause thats why I stopped using it originally casue it was a resource hog that slowed my previous PC down to the point of being annoying. Also on my mind, like others it appears, is compatibilty with Vista...and will it add anything or does Vista negate the benefits of ObjectDesktop...
I am a supporter of Stardocks stance on Copy Protection, especially as it fits in with how I manage my PC gaming. After going through - read destroying while playing - multiple copies of the Unreal Tournament Play CD; I've adopted the policy of imaging and Copy Cracking EVERY game that needs a CD in the drive to play. I can put the original media away safely and run with an image, which is also much faster when it comes to data transfers in
Ok, managed to auto-update, now SDC won't start...
I got problems too My SDC crashes when it tries to update itself and if I don't allow it to then it just gives me a blank Games tab and a 'Working' icon that never ends - I've left it alone for more than an hour and still no games listing... Update: SDC updated but now won't run...
I am also getting SDC crashes. I just ran a crash through to the VC++ debuger and it shows a break point at this part of SDCentral.exe -| 63623BC3 mov ecx,dword ptr [eax] |- I'm not a VC++ programmer so it all means nothing to me. This occurred when I agreed to allow SDC to update itself. If I say no to the Update SDC does not crash but it seems to hang when try
Your my hero CariElf
Ok, lets try posting this again... I have noted in my current game, played with the newest version of the beta, that a star system details panel information does not match the star system. The information panel states 3 planets, 2 of which are Habital. The actual system although having 3 planets does not have 2 Habital planets - refer to the merged screenshots: <BR
I have just updated to the latest Beta version and have come across a system that does not match the system details panel. The Panel states 3 planets of which two are habitable. As can be seen in the merged screenshots, only one planet of the 3 is habital. I also note that the size and look of a planet does not seem to reflect its class. The planet Macrus 1 is a case