What about something similar to a hanger...except spawns ships instead? Possibly something along the lines of 1 cruiser and 4 frigates of your choice (at 1st level)? They auto-rebuild for free like normal strikecraft, and are limited to the grav well the starbase is in. Upgrades can get more ships, and you get to decide what ships you get.
yogurt06
Another posibility, most of the complaints seem to be against the AI using way too many mines (though I haven't encountered this myself). Maybe just making the computer AI handle its mine laying better? However, I also agree that they should be invisible, except to scouts, and that they should also have a longer range. Possibly homing mines for all races, and Advent homing mines can travel farther/faster?
ok, i have submitted the editor to the galactic core, they might have it up sometime, then again, they might not.
well, i have a working version, it can add a new tech, edit existing techs, but it cannot delete techs. anyone willing to test it, please email me at above address, and i will send you the file, with instrustructions. if i decide to write a read-me, i may even include you in some sort of thank you for testing section or something...if i even decide to write anything worthy of being called a read-me.
i actually have it all worked out at this point. i just gotta put it into code. for anyone thats interested, i started with the tech tree editor. i might have it up in a few days, but if anyone would like to beta test (seeing as i only have one computer to test it on), email me at [email protected], you'll get the exe in a few days.
wow, sorry guys, i dropped this project a while ago in favor of something else....namely a life outside computers. well, i didnt fit in there, so im picking it back up. (actually in said time i have been learning the script better with some other small projects). if anyone is still interested, i hope to have it done very soon. sorry about the.....massive delay.
I think the idea is to make a custome program which allows for dropdowns to make the editing as easy as posible. Any text editor will allow those comfortable with XML to mod the game, but this would be a tool for the less tech inclined. bingo it is also a time saver. instead of having to add in new tags if you need them, the tool do
lol, go ahead. it would be nice to have some coppetition like i said, c is to much for me...i could learn it now if i wanted to, but im holdin off...going to major in computer science in college, so i figure ill just learn it there.
well, a while ago i attempted to mess around with c++. i then realized, i was out of my league. i should start smaller. while searchin for something else, i found this: http://www.autohotkey.com/ it fit what i needed, and i use it for lots of things now, but creating this will be my biggest undertaking yet. yes, i know, it will be alot slower that c++, but oh well, i know how to use it <img src="http://images.stardock.com/gc2/T_DL/smiles/Laugh.gif" border=0 ALIGN="absmidd
Well, since it seems like there is....moderate interest, and i also have a friend that wants it, i will make them. i am about half way through the techtree editor. it can sucessfully pull the information from the xml file, and put it in a txt file. i have designed the window used to edit the information, but i still have to do all the scripting that loads the txt file data into the fields, and saves it all back, adding in anything that wasnt there, and takeing out anything that is no longer need
Ok, would anyone be interested in a small program for editing the specific xml files quickly? I will create them, but because each file uses different tags, there would need to be a seperate program for each, at least until theyre all finished, then I could tie it all into one. If anyone is interested, please, post here. I want to kno if there is enough interest before I spend the next few weeks on this.
well, to view xmls, just use any text editor...i just use wordpad you can then figure out some of that stuff on your own, but i dont suggest deleteing ANY of the game files. if your useing 1.2b, make a new mod folder. if not, get 1.2b
ok, I was playing a game, and got the pirates random event thing. well, i found 2 pirate fleets. there were 2 ships in one fleet, and it had an attack of well over 1500!!! the other fleet had an outrageous number of ships in it, and its attack was about 700. i know starbases and building on planet with certain improvements can affect this, but i didnt think pirates could build, or own starbases. any ideas?
well, if i would have kept up my attack against the torians, i would have won (because their weapons tech was nowhere near mine), but i was running low on ships and transports, so i decided to let them have their peace treaty for a few months. bad idea.......then next time i attacked them, they took me down in a matter of turns. moral of the story, peace is a bad thing
Maybe its because they remember how to build an upgraded starport? i dont know... EDIT: oh and the homeplanet bug has soemthing to do with the fact that the homeplanet starts off with one. I have no idea why that would cause that but it does. no, by "strange", i was referring to the homeplanet bug. its normal for after a building has been
ok, after some testing, almost everything seems to work fine, except one thing. the only thing that was strange for me, was after you build the upgraded star ports, if you happened to decomission one of the upgraded levels on your home planet, you cant rebuild it there. but only there. idk why it only happens on that planet. if you decomission a regular starport, you can rebuild it, but not if you have upgraded it. now, i dont forsee any reason you would decomission your starport, but still, thi
i used the names advancedstarport, and militarystaoport. everything worked ust fine, but i will check and see if i have that bug, LogicSequence.
it has directx exporters included in the latest version, but i dont think the hardpoints transfer correctly.....at least from what ive seen from trial and error.
did you check the "use mods" box in the options menu? i think its off by default
I dont kno what you guys did, but I have sucessfully created an upgraded starport, and it creates ships just fine, with a different internalname. now, i have 1.2, so this could be the differece, but if you want my xml data, email me at [email protected].
i kno where the regular game fiiles are, i mean that i deleted the example mod files, and i want those back.
ok, so i just updated to the 1.2 beta, and i was messin around with the new mods folder. well, i ended up accidently deleating some stuff in the folder, specifically all the .xmls pretaining to the technologies. i was wondering if anyone would be so kind as to send me those, i wanted to use a few of them in a custom mod, or at least as a basis for my own techs. thx my email is [email protected]
ok, so im cheap. i bought the cheapest decent 3d software. problem is, i dont know how to add hard points to the ship in milkshape. any ideas? also, how do i add the point that attaches to a hard point for jewlrey?
Can you imagine trying to load 2 times the population of the target planet into transports? Actually, I have done this many times. A huge hull loaded with one engine and advanced troop transports with some miniaturization. I think it help 11000 troops, but I dont remember. <img src="http://images.stardock.com/gc2/T_DL/smiles/BigSmile.gif" bo
What is the logic that the attacker always has an advantage?....Like 25 vs. 6, or what ever? Wouldnt it make sense that the defender has the advantage? I can attack with half the troops, and win solely because of the "advantage."