Deathwynd

Deathwynd

Joined Member # 1218543
7 Posts 240 Replies 14,608 Reputation

Ok I assume you have added the ship styles you want into FactionShipStyleDefs.xml and then created NEW entries in ShipClassDefs.xml simply using the ship designs and thumbnails from your set but otherwise using standard blueprints. Whatever you do keep to stock blueprints if you are having crashes. Let me point out the entries to change using some entries from Gauntlets files. Green are items to change, red are items that must remain the same or strictly reference stock names

118 Replies 81,409 Views

To anyone wanting to use weapon parts in their ship designs you need to click options in the ship designer and choose to show all parts, and yes those parts do show up as I have several workshop downloads with weapon model parts just nothing with actual modules.

15 Replies 14,409 Views

1. yes approval and morale are the same things 2. you cannot build higher level buildings directly they are only upgrades, always has been that way. 3. Never seen a "Culling Project" ever and the code doesn't actually reference it. 4. the UP result is always in green after the vote. 5. the UP list isnt sorted at all.

156 Replies 612,991 Views

Yeah it works just fine for me with standard races but with custom races it crashes and the log gives no illumination so no way to fix it. Being that its only one command with the cheat console and doesn't affect regular gameplay it really has no priority for a fix.

52 Replies 168,298 Views

Yeah its not pretty but at least it corrects that problem, really the game shouldn't pull that crap since the original traits are still in there and functional, I'd just removed them from the RaceTratSliderDefs.xml so they wouldn't clutter up the game a present possible cost/value issues. As it stands yes it is possible to use the old traits and yes they cost nothing but it is the only way to not have the negative traits screwing with the positive cost budget I've establ

52 Replies 168,298 Views

if you have a mouse capable of it crank the dpi way up, you won't be able to move around the screen quickly but it'll give you wicked accuracy on stuff like the negative range slider. I use one that has an extra button that jacks the DPI up and switch to ramp it up even further, its a huge help, but yeah they need to put some direct controls in for those sliders.

7 Replies 27,425 Views

New Version uploaded just to fix a small mod conflict. Begin V1.3 (Fix)Altered the internal naming of the Precursor Industrial Planet to prevent conflicts with other mods. End V1.3

61 Replies 189,193 Views

There is no fix for that problem, when you take an existing non mod based race and edit it the original game traits while they still exist and can be used just fine simply don't exist on the menu's for GalDiv. There is a possible workaround, its messy as hell, but I'll look into it.

52 Replies 168,298 Views

Re: limitations in modifiers to techs Good to know, planet traits have a similar limit of 4, probably set in the XSD's like it is for planet traits. Luckmann 1. I don't believe you can edit the .faction files, generally if you want to create a faction with custom settings beyond what the ingame editor supports you

118 Replies 81,409 Views

Ok latest version is now up on Nexus. Change Notes: V1.3 (first major balance pass) (Tune)Nanonics Ability, Engines -20% mass, Shields -20% mass, Beams -30% mass (Tune)Natural Diplomats, Diplomacy +2, diplomatic value of traderoutes +25%, diplomatic trade offer bonus +25% <

52 Replies 168,298 Views