Search found 8 matches

by Chestburster
Wed Jul 16, 2014 2:32 pm
Forum: Design and Modding
Topic: [DWU] Balance Mod v0.9 (extended TechTree) [Cancelled in protest]
Replies: 232
Views: 11369

RE: [DWU] Balance Mod v0.9 - 171 new projects (extended TechTree) [WIP]

Already working on my own version of an extended tech tree, based on the AI improvement mod. Just give me a week or two since i am currently moving into a new house.
by Chestburster
Mon Jul 14, 2014 9:55 am
Forum: Design and Modding
Topic: AI Improvement Mod (1.05 Extended Release)
Replies: 979
Views: 44246

RE: Possible AI Improvement Mod

After a few hours of testing i can say you did an quite impressive job here. At least now the AI is trying to win [:D] . Any chance of including the extended races in a future patch?
by Chestburster
Sat Jul 12, 2014 5:47 pm
Forum: Design and Modding
Topic: [DWU] Balance Mod v0.9 (extended TechTree) [Cancelled in protest]
Replies: 232
Views: 11369

RE: [DWU] Balance Mod (extended TechTree) [WIP]

It's sad that you stopped working on this mod. Any chance of removing your no republication restriction so others can continue and extend/include it?
by Chestburster
Sat Jul 12, 2014 5:40 am
Forum: Design and Modding
Topic: Fighter Weapon FX
Replies: 3
Views: 125

RE: Fighter Weapon FX

You need to wait until the fighters get fixed. For now they always default to 0 for both beam and missile/torpedo.
by Chestburster
Fri Jul 04, 2014 2:13 am
Forum: Tech Support
Topic: 1.9.5.5 modding fighter weapon fx?
Replies: 4
Views: 169

RE: 1.9.5.5 modding fighter weapon fx?

<t> After even more fiddling around (using different encodings for the file, changing fighter stats, adding new, removing old, changing vanilla file etc..) i came to the following conclusion:<br/>
<br/>
Fighters with type 0 (beam) are always using beam_0.png<br/>
Fighters with type 1 (torpedo ...
by Chestburster
Wed Jul 02, 2014 4:16 am
Forum: Tech Support
Topic: 1.9.5.5 modding fighter weapon fx?
Replies: 4
Views: 169

RE: 1.9.5.5 modding fighter weapon fx?

<t> After even more testing it looks like i just can't get any of the fighters to use the new fx. Other weapons accept the changes but ALL fighters are just using the beam_0.png. So it seems more like a bug in the game than an error on my side.<br/>
<br/>
I've changed both files, vanilla and the ...
by Chestburster
Tue Jul 01, 2014 4:52 am
Forum: Tech Support
Topic: 1.9.5.5 modding fighter weapon fx?
Replies: 4
Views: 169

RE: 1.9.5.5 modding fighter weapon fx?

<r> Nope, it doesn't work. They won't use the new fx definitions. Doesn't matter if i use already existing index numbers or completely new ones.<br/>
<br/>
These are my current fighter values:<br/>

<CODE><s>[code]</s>0, Standard Fighter, 0, 100000, 30, 8, 105, 10, 36, 0.8, 0, 10, 0.5, 0, 80, 40 ...
by Chestburster
Mon Jun 30, 2014 6:08 pm
Forum: Tech Support
Topic: 1.9.5.5 modding fighter weapon fx?
Replies: 4
Views: 169

1.9.5.5 modding fighter weapon fx?

Heya,

I've recently tried to change the weapon fx of the vanilla and extended fighters. But after switching the index from 0 to 8 the standard fighter are still using the 0 fx file. So.. am i doing something wrong or is it bugged?

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