Another few modding questions: How do you add items to be purchased at a Starbase ? How do you change the rewards for a quest ? I assume these two are linked slightly as they both involve the xml files in the Dialog sub-directory. For example, when completing the Combat Trial Reward at the Sol Arena, I was trying to replace the HomingNuke with the version from the Vault in the SC_Arena.xml file. So i changed the line: Player.Invento
Darkstar076
Hi StarDock, Question: Is there any way of getting a more detailed RunLog as I am trying to find out why a new modded weapon crashes the game Background: I have been trying to generate some new weapons for my mod. However I have managed to create a weapon that will crash after a random amount of time. (The weapon is a "boss" version of the "SpawnLexiteTurret" - which also links in with my request to block beam weapons [e digicons]^_^[/e] ) If it helps - th
Another question for anyone who has been developing and or modding the game. Is it possible to enable a ship to stop beam weapons passing through the hull ? (Currently trying to see if there is any other material than Meleeship) Case in point, when you fire a beam weapon at a ship it passes through, but fire that same beam weapon at a planet or boss ship and it is blocked. Reason why, trying to make another new weapon for a mini boss :) Thanks again
I have been trying to create my own "swarm" ship (ie greegrox) however as far as i can tell, there is something within the game engine that will only enables the swarm for the greegrox. Has anyone out there had any success in creating their own swarm type ship ?
Thank you :)
During the development of SC:O, I and many others put forward our ideas for new weapons for the game. Now with the advent of modding I have had success in modifying existing weapons and have learned a great deal on how it all fits together. Now I would like to my hand at creating some of my ideas, however in order to accomplish this, I need new weapon parameters enabled. New parameters would like to request: - Enable to fire at targets. - En
Your welcome mate - glad to be of service :)
If you have not already done this, as a final check - have a look at the RunLog.txt and see if the game is now using the GeForce GTX 1080. In the INISettings: line you should see an increase in the dedicated Video Memory.
[e digicons]8(|[/e] Yikes ! . . Can i have your computer ? Ok we are making progress, we have confirmed that your your computer has two graphic capable chipsets but for some reason your computer and/or game is using the lesser of the 2 graphical devices - We need to change that [e digicons]:thumbsup:[/e] So, next question - is a computer screen plugged into the <a href="https://images.nvidia.com/pascal/img/gtx1080ti/GeForce_GTX_1080Ti_3qtr_Fro
A quick way to see if there is a graphics card in your computer is to look at the back of the computer and see if there are any auxiliary cards installed on the computer. For example if you see this on the back of the computer, then its highly likely there is a dedicated graphics card in your computer. Now if you suspect there is a dedicated graphics card on your computer we
[quote who="VonDarkmoor" reply="6" id="3730540"] Nitrous Error: Swap Chain Present Failure: [/quote] Yes that does help - as you can see from the Logfile the game is crashing due to the "Swapchain" error which was suggested as a possibility in your other thread. I have been reading this thread regarding this particular error, from what I can gather it seems like there is a issue with the drivers for the NVidia. Cur
Yes, i did read that thread. The replies were along the same lines as I would have posted. Basically the posts were gathering information about your computer to help narrow down what might be causing the issue. The best starting point can usually be the log files for the game. SC:O keeps 2 RunLog files which has some information that might be able to help identify the issue. So, to get a fresh version of runlog.txt - start up SC:O and play it till it cr
Oops - double post. I assume the issue is Star Control related ?
Depends on what the issue is. I use to moonlight as a Tier 3 Tech support for an internet service provider (way back in the day). One of the things were good at was to work out where the customer was at Tech wise and work from there. My only suggestion is to ask the question and see what answer you get. If you do not follow the proposed solution then there is no harm in saying so. We have all been there at some point where we have been completely confused on how t
[quote who="Frogboy" reply="6" id="3730251"] I don't think every game should strive for having 400+ hours of content built in. That sort of thing can come from the community itself which is why the Multiverse DLC is important to us to help with players fleshing out that sort of thing. [/quote] While I agree (and hope) that the community will generate countless hours of new content. Minor tweaks in the game can help give the Original Universe a fresh feel witho
As cwrightc84 mentioned earlier, I also think the replayability of SC:O is fairly limited. In my case I took around 30 hours to finish the game but I purposely took my time and completed all the side quests. One idea on increasing the replayability is when you are starting a new game the side quests and miscellaneous alien races are randomised. So the next time round, you will discover different crashed ships or encounter other different species. In regards to the DLC
With the announcement of the plans for expansion it got me thinking over my first play through (which I enjoyed every hour [e digicons]:D[/e] ) and I found myself comparing the degree of difficulty of the quests with SC:O vs SC2. For someone that has just started their foray into Star Control I thought the degree of difficulty was well paced, but as a veteran I was combing the galaxy looking for tougher challenges or m
Hopefully in a later DLC / update they will include some deeper quests which involve the races that are currently considered to be mobs. Especially since i want some of those ships / weapons.
Sounds like a great idea, basically you are creating the breadcrumb trail that you followed earlier during the campaign. Also there could be more hits towards the "why" the Lexites high tailed it outta the spur. One thing I have to ask though - what was your loadout for the ship because in the last battles my flag ship was lucky to beat a juggernaut with a quater of its crew alive.
Is there any chance that in one of the expansions we can have / find / build a new command ship ? The nuclear tipped garbage heap served me well but now that I saved the galaxy - I wanna upgrade !
Well the game already has the dialogue tree. Add in several buildings on the planet where dialog can take place and there you go. Another blast from the bast - Death track. Can we do that but with planet landers ? The competition could be held over several planets. Need to trick out your lander to help improve your odds. Question is, can we get the AI to also race landers at the same time ? I could imagine some shady Menkmack offering you some extr
While Space Ranges 2 had a cool RTS system for planets - I take your point Brad that SC:O is not a strategy game :) Similar ideas to those already mentioned above, here are my ideas for the brainstorm. One of the ideas I had with planets was more to do with the reviews that SC:O has received (ie the grind complaint). Introduce an early game module where you can re-purpose the robots you have captured to collect resources from planets. (gains bonuses from lande
I would like a way you can escape from a battle. (similar mechanic to the lander launch when on planet - hit a key, pause, escape. You then have a fer seconds to move your ship out of range before they can pursue you. Main reason is because: [spoiler]I wiped out the Radiant Angels before I could talk to them.[/spoiler] Also I have been out gunned and I want to just run away. Granted, it make make some missions easier when you have to fight
I have noticed that when you visit a star system it appears faded in the map afterwards. Also for the planets, if the name is underlined in yellow you have not scanned it. If the line is green you have scanned it. Note, I am on version 1.01.53103
As well as agreeing with the above points, another one I would like to suggest is some way to identify the planets you have already visited. For example (using one of the above suggestions) when you use the hotkey to display planet names, there is some icons to summarise what is remaining on that planet. To me these would improve what is already a fantastic game :)