Search found 23 matches

by Quadro7F
Tue Aug 21, 2012 6:46 am
Forum: Design and Modding
Topic: MASS EFFECT MOD [Released 1.00]
Replies: 217
Views: 14047

RE: MASS EFFECT MOD [wip]

<r> There's only balancing and characters left. It is possible what some changes would require after first release, because races are very different with their strong and weak sides, according ME univers. <br/>
<br/>
Starting point in the mod - 2183 year, so political and economical situation ...
by Quadro7F
Fri Aug 17, 2012 7:11 pm
Forum: Design and Modding
Topic: MASS EFFECT MOD [Released 1.00]
Replies: 217
Views: 14047

RE: MASS EFFECT MOD [wip]

<r> <QUOTE><s>[quote]</s>ORIGINAL: Tyrador<br/>
<br/>
Nice work![&o]This will be best mod in DW series[;)]<br/>
Maybe only thing is name:Human Alliance, it should be just Human.[;)]<br/>

<e>[/quote]</e></QUOTE>
<br/>
Thanx, Tyrador! <br/>
Yeah, this is old name used in this table only, sry ...
by Quadro7F
Fri Aug 17, 2012 3:45 pm
Forum: Design and Modding
Topic: MASS EFFECT MOD [Released 1.00]
Replies: 217
Views: 14047

RE: MASS EFFECT MOD [wip]

<r> Biases are ready. If you can see some issue or incorrect values, which do not fit to ME Universe, please tell us.<br/>
<br/>
<br/>
<IMG src="https://www.matrixgames.com/forums/upfiles/42720/12E55C46C36D48A4910A5D9AF687C121.jpg"><s>[img]</s><URL url="https://www.matrixgames.com/forums/upfiles ...
by Quadro7F
Fri Aug 17, 2012 12:35 am
Forum: Design and Modding
Topic: MASS EFFECT MOD [Released 1.00]
Replies: 217
Views: 14047

RE: MASS EFFECT MOD [wip]

<r> Here is some free trade economic data. Its not final yet, digits may change depending on tests:<br/>
<br/>
<IMG src="https://www.matrixgames.com/forums/upfiles/42720/3CA518DC50604712986013BE71BBA49C.jpg"><s>[img]</s><URL url="https://www.matrixgames.com/forums/upfiles/42720 ...
by Quadro7F
Wed Aug 15, 2012 1:18 pm
Forum: Design and Modding
Topic: Best Video recorder for DW?
Replies: 4
Views: 279

RE: Best Video recorder for DW?

Does not FRAP works well? You also may try XSplit. This programm can record directly from any games (last version at least).
by Quadro7F
Fri Aug 03, 2012 2:59 am
Forum: Design and Modding
Topic: My theme is FIXED!
Replies: 17
Views: 716

RE: My theme is broken?

<r> <QUOTE><s>[quote]</s>ORIGINAL: DracoRedux<br/>
<br/>
I removed the characters folder completely from my theme, so I don't believe number 5 is correct. Although the other races have one in the original directory, my race doesn't have its own character file. I was surprised to see it work ...
by Quadro7F
Tue Jul 31, 2012 3:21 pm
Forum: Design and Modding
Topic: How to attach AI specific race to specific policy?
Replies: 3
Views: 280

RE: How to attach AI specific race to specific policy?

In manual it says: Bonus to population growth at a colony when a foreign race is being exterminated through the Exterminate colony population policy. Valid range from 0.2 to 5.0

I dont know, will it help or not, but you should try.
by Quadro7F
Tue Jul 31, 2012 2:58 pm
Forum: Design and Modding
Topic: How to attach AI specific race to specific policy?
Replies: 3
Views: 280

RE: How to attach AI specific race to specific policy?

Did you tried to rise "ColonyPopulationPolicyGrowthFactorExterminate" parameter to 5 in race.txt?

Btw, i just cheked - its "4" there by default (in policy i mean).
by Quadro7F
Tue Jul 31, 2012 2:36 pm
Forum: Design and Modding
Topic: My theme is FIXED!
Replies: 17
Views: 716

RE: My theme is broken?

1)How many races do you have?
2)How many family folders do you have?
3)Are you using custom shipsets or default ones for new races?

Oh, and check you characters txt files - there should be correct name of their race as well.
by Quadro7F
Tue Jul 31, 2012 12:49 pm
Forum: Design and Modding
Topic: My theme is FIXED!
Replies: 17
Views: 716

RE: My theme is broken?

<t> I had the same error not long time ago.<br/>
<br/>
Here is main things what could help you to solve this:<br/>
<br/>
1) Make sure what you have all races txt files in "races" folder (yours and vanilla ones).<br/>
2) Make sure what you have all policy txt files in "policy" folder (yours and ...
by Quadro7F
Mon Jul 30, 2012 10:41 am
Forum: Design and Modding
Topic: Modding galaxy generator?
Replies: 4
Views: 314

RE: Modding galaxy generator?

<r> <QUOTE><s>[quote]</s>ORIGINAL: ehsumrell1<br/>
Not at this time, it is hard coded. But could be possible in a future expansion. Elliot has increased the map size once before. Put your request in the Master Wishlist thread. [:)]
<e>[/quote]</e></QUOTE>
<br/>
Roger that. Thanks for answer ...
by Quadro7F
Mon Jul 30, 2012 10:35 am
Forum: Design and Modding
Topic: [WIP] New Planet Textures - Open Thread (Warning - Image Heavy)
Replies: 145
Views: 6329

RE: New Planet Textures - Open Thread (Warning - Image Heavy)

Tyrador
Omg, this is awesome. They looks like real
by Quadro7F
Mon Jul 30, 2012 10:02 am
Forum: Design and Modding
Topic: Modding galaxy generator?
Replies: 4
Views: 314

RE: Modding galaxy generator?

This is good question. Also i would want to know, is it possible to make more, than 1400+ stars on map and make the size of the map much bigger, like 2-3 times at least?
by Quadro7F
Mon Jul 30, 2012 12:23 am
Forum: Design and Modding
Topic: MASS EFFECT MOD [Released 1.00]
Replies: 217
Views: 14047

RE: MASS EFFECT MOD [wip]

ORIGINAL: Kalthaniell
This mod might get epic x)

This mod is already epic, because you and me working together. [;)]

by Quadro7F
Mon Jul 30, 2012 12:00 am
Forum: Design and Modding
Topic: [Mass Effect 4 mod] - Development stalled, released 80% finished mod
Replies: 159
Views: 15902

RE: Prothean Empire (Mass Effect) mod idea

<r> <QUOTE><s>[quote]</s>ORIGINAL: Kalthaniell<br/>
Yeah, reapers are a true menace. Even if we give them a crazy max boost in DW they still wouldn't be properly represented in the gameplay. If it was possible I would give them about 300% weapon damage and 500% shield strengh bonuses. Their ground ...
by Quadro7F
Sun Jul 29, 2012 3:41 pm
Forum: Design and Modding
Topic: [Mass Effect 4 mod] - Development stalled, released 80% finished mod
Replies: 159
Views: 15902

RE: Prothean Empire (Mass Effect) mod idea

<t> Also some intresting facts about reapers from wikia:<br/>
<br/>
Available information suggests that a single race is harvested during each cycle to produce Reaper Capital Ships; it appears that other space-faring races harvested during the cycle are used to produce Destroyer-class Reapers ...
by Quadro7F
Sun Jul 29, 2012 1:02 pm
Forum: Design and Modding
Topic: MASS EFFECT MOD [Released 1.00]
Replies: 217
Views: 14047

RE: MASS EFFECT MOD [wip]

They will be even better in final version [;)]
Btw, we are making good progress here. We've made some kinda "dev kit", so our production rate is rising with every hour, hehe [:)]

sry, i cant post pictures of progress here yet, till end of 7-day period due to forum rules [:(]
by Quadro7F
Sun Jul 29, 2012 12:43 pm
Forum: Design and Modding
Topic: [Mass Effect 4 mod] - Development stalled, released 80% finished mod
Replies: 159
Views: 15902

RE: Prothean Empire (Mass Effect) mod idea

Tyrador. Will you make a Inusannon as a bonus? - most antient known race (exept, maybe reapers). Or this is theme for another mod, like pre-pre-modern era one? [:)]
by Quadro7F
Sat Jul 28, 2012 10:46 am
Forum: Design and Modding
Topic: MASS EFFECT MOD [Released 1.00]
Replies: 217
Views: 14047

RE: MASS EFFECT MOD [wip]

wow, awesome! [8D]

Could you add some glow effects (orange and aqua) on asari ships like on "Destiny Ascension" dreadnought? It would be awesome =)

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