Found and fixed another problem with the tech tree. Quantum Understanding & Beyond Morality are not selectable, so you can't complete a tech victory. Will upload fix after 1.1.
In_stasis
I have to agree the mop up stage can be a bit ridiculous some times. A domination victory some thing like a Faction Power ratio modifier to influence might do the trick. So FactionPowerPlayer(FPP) : FactionPowerAI(FPA) * or + FactionPlayerInfluence => (FPP/FPA) * or + FPI. ...( maybe + not * would be better. Otherwise would be too powerful earlier in the game .) Well it would be influence victory, but aside from the name, the same thing. Influence does
[quote who="Richy_Young" reply="19" id="3566371"] Quoting In_stasis, reply 16 The energizer is supposed to heal damaged units right? I don't think its working. If it is its too slow for how short the length of games are. Or is there a command I'm missing to make it do healing. I was thinking you just had to place i
CTD "DirectX_11 has stopped working" Operating System: Windows 8.1 Pro 64-bit (6.3, Build 9600) (9600.winblue_r9.150322-1500) Processor: Intel(R) Core(TM) i7-5930K CPU @ 3.50GHz (12 CPUs), ~3.5GHz Memory: 32768MB RAM DirectX Version: DirectX 11 Card name: NVIDIA GeForce GTX 980 dxdiag
The energizer is supposed to heal damaged units right? I don't think its working. If it is its too slow for how short the length of games are. Or is there a command I'm missing to make it do healing. I was thinking you just had to place it alongside a damaged unit.
Custom key binding? Anybody can have it how they want then, change it later or whatever. In a way this is already an option for people with programmable mouse keyboard set ups. First thing I'm doing is swapping left and right buttons on the mouse at this stage.
[quote]Added 2 new difficulty levels: Easy and Incredible (much like my wife) [/quote] Yowser! [e digicons]:O[/e] So when you come into work tomorrow with swollen, boxed ears, we need not ask what happened.[e digicons]:grin:[/e]
[e digicons]:sheep:[/e]
Sounds like its more than likely your tech tree modification. Without more details though, what that is exactly is very hard to tell. Have you just changed the InternalName? or have you changed the GenericName, Discription & etc. What else? If you have change the GenericName, have you changed thee Prerequ's to suit? Really need more details of what you have done to even start to know what you problem might be.
Perhaps its because modding support will be more feature complete for that release. You know, unique ship styles and all that. I suspect there's some, uh... what's the word for it, new car smell or trendy appeal to workshop too, because its widely known. People are kind of like sheep like that at times, especially the young impressionable.
Oh! Cool, good that you got it working. So looks like the character limit for an InternalName is 19 or 20. That's good to know & something to be aware of for other things to I suppose.
Thanks [e digicons]:grin:[/e] . I will post to other sites like Nexus, Steam Workshop & ModDB when it is complete. Its just easier to manage having 1 place for now.
Looks pretty cool. First thought was "Star Trek New Worlds" on super steroids [e digicons]:grin:[/e] . Ok, maybe something better than super steroids, what ever that is. Looking forward to giving Ashes a whirl. on the weekend.
Update2; Fixed race logo dds. Now has the correct name and shows better on map. Added tech branch to exploration - Cybernetics Home world now has own unique trait - Industrial world. There is somewhat of a unique art for the system using in game assets. Star name no longer has "Name" as part of it and is only Xi as it should be. New unique ship appearance gradients. For now not in Mod as the GalCiv III gradient texture files need to be replaced.(see ins
[quote who="MisterSaturnus" reply="6" id="3564564"] Thank you, wasn't aware of the internal name length limit, and as for expecting a string value that points to the text xml files that isn't actually necessary, the game looks to see if text can be found there and if it cannot it takes it literally, as I intended for it to. As for the graphics issue, the game is set to run on my nvidia, in the control panel. [/quote] Well there may not be a limit, but ther
[quote who="Thecw" reply="5" id="3564542"] GasGiantColony Precursor Gas Giant Colony Sophisticated equipment rests in a stable orbit around this gas giant, allowing for a simple colony. You are using literal text, while the program expects reference names.<br
This may not be the reason for your issue, but who knows? Just out of interest, why don't you have these added to your planet traits? # # # # The only other thing I can think of is that the "KellOrganoSyntheticWorld" Inter
Yep! the reason why your offsets are different values on the heavy fighter wing components is because the top peace is only moved in the Y direction and the lower wings are moved in the X as well as the Y. So for instance the wings need to be at a radius of 3 units offset from the attach point of the parent piece. The top piece only needs to move in the Y direction 3 units, since the piece(s) attached axis will have the same axis as the attach points normal axis and that match&#
Thanks mate!! [e digicons]:)[/e]
[quote]DisplayIcon: This is the icon it displays beside the name, but as of yet, I haven't really bothered tracking where these .png images are stored, or adding my own, more info on this later. [/quote] These are located in Gfx/Icons/Swatches. This folder structure can be used for a mod in your mod folder and it will work with no compatibility issues, so long as what you name your display icon swatch image is unique. From left to right is primary co
Thanks Mate! [e digicons]:)[/e] Sorry no updates as yet. Have been doing art work and its not ready yet - animations and a news robot if that becomes an option later. If not then I will make another synthetic race with it.
As far as I know the dds. file does not replace the png. That's still used on the UI and popup screens where its unaffected by zooming. Following the folder structure of the game, You need to create a "Civilizations" folder in your mods Gfx folder and put you dds. of the same name in there. Of course, the dds. must be saved with "create mip maps" option ticked. Note ; There is a chance that this will do nothing with the currently released version of the game (1.02), as we know man
[quote who="MisterSaturnus" reply="2" id="3559387"] Quoting TurielD, reply 1 SurfaceScale determines how far along the GradietnGlow file a colour checks (for the hull colours) Interesting, I hadn
Hehe! cool stuff. I was thinking aside from the weariness of his expression, Ol Lord Kona is not in too bad a nick. He doesn't seem to have succumbed to the effects of gravity like many of us older folk. Or is that suit he's wearing helping him out? If so, where can I get one of those suits? [e digicons]:grin:[/e]
All the vanilla faction foregrounds aren't images, but bk2 movie files. You can use Bink free version to save a movie frame if you want, but it will likely need a bit of editing as the free version doesn't do a perfect job of the transparency.