Dumhed

Dumhed

Joined Member # 2196993
37 Posts 188 Replies 1,266 Reputation

[quote quoting="post"] Foxed an issue where ship upgrade in multiplayer were free [/quote] Foxy! [quote quoting="post"] Added an exception handler (if your game crashes the crash info will be submitted to Stardock automatically) [/quote] My concern with this is that for those of us who mod the game, we often deal with game crashes, repeatedly, because of

113 Replies 436,426 Views

@Turiel, I will try to get to your question soon. I haven't worked much with new blueprints. In my experience, the game does not like to start with custom blueprints. @titanmike, Since you are new to XML, I would highly recommend that you begin modding something simpler, for example, trying to create a custom race with XML. This requires really only one xml file and maybe some custom png images if you are so inclined. This really would

63 Replies 371,710 Views

(sticking it in here, since this is not a mod, but a issue related to how the modding system handles flavor text) As currently structured, the modding system doees not allow effective modding for Flavor Text. Because the hooks used for recalling text are connected to specific Internal names, players cannot create new internal names to which the game will refer. So, the only way to mod the Flavor Text, is to do to FlavorText.xml overwrite. &n

1 Replies 22,448 Views

I downloaded and tested your files. The problem is in the which you define for your planet Tragelia. When I changed your entry "TempOKPlanet02" to something else like "AltariaArt" it works just fine. I believe the issue is the tempOKPlanet art definitions include planetary maps which a certain number of tiles. Your planet is massive class 18 planet that requires more tiles that your selected art type can support. &

5 Replies 9,049 Views

@j31254 Would it be possible for you pastebin our code and pm me? I can look at what you have and see if I can id the problem. (Or PM me, and you can email me your code) Did you create your own blueprints or are you pointing your ShipClassDefs entries to the existing blueprints? In your FactionDefs file, are your pointing to the static blueprints, or are you pointing to your custom ship?

63 Replies 371,710 Views

Derek, Alas, i had debuged "turn" and finished the game and the autosave and previous-autosave were both after the stuck point. I will see if I can quickly get another one up to this point (my making a fraction have 5000% research :p I'll email it to you. If there is code to deal with this issue, perhaps it does not account for specializations? If the code is older than the switch to mutually exclusive specializations, then perhaps the pr

14 Replies 17,010 Views

So I played a strange game where I was trying to basically make the AI opponent make massive armies for me to fight for fun. It took so long I ended up researching the entire tree. The game was set to only allow conquest victories. Anyway, once I had researched all techs, I cannot end my turn, because it asks for research. (I think maybe there is a way to force the end of a turn, right?) At any rate, it seems that finishing avail

14 Replies 17,010 Views

Okay, if you are trying to "export" a small design you make in the ship designer to then import into a different design, I believe that this feature is no longer supported. A while back, in the early going of the ship designer, you could export I think. But as of now, I don't believe you can do it. (I may be wrong). One option, depending on the scale of what you want imported, is to save your part as a template. And then start with it when bu

3 Replies 16,083 Views

There are probably a few reasons to compact it into a single file. Though it is not the most "modder" friendly, it can be more user-friendly for non-modders who make and share Custom factions. The faction file has everything embedded, including what would be the factiondefs.xml file and the images (custom or stock) chosen by the creator. This saves people who have no experience or desire to setup mod folders, etc... from having to do that for every faction and the icons/pict

9 Replies 20,911 Views

I've kinda wondered about this too. I recently beat a game and ended up with a score of 52. In the past, with all the tinkering/testing of games, I won a few with some debugging, which probably marked the game as a cheat game. But that also gave me a score of 52. I figured without any "debugging" a victory would end up with a higher score. *shrug* In the end, it doesn't make a big difference. But still, something seems off.

1 Replies 2,210 Views

ShipStyle in this case is not the style that you are creating - as in the set of ships. Rather, it is the style set for ship parts. For example, when you go into your shipyard, unless you set it to show all, by default the ship designer will show you ship parts that fit into a certain style. In my case, for my faction mod, I used the Iconian style for most of my designs. That is, the ship parts are based off of the iconian part set. In the ship des

63 Replies 371,710 Views

ShipStyle in this case is not the style that you are creating - as in the set of ships. Rather, it is the style set for ship parts. For example, when you go into your shipyard, unless you set it to show all, by default the ship designer will show you ship parts that fit into a certain style. In my case, for my faction mod, I used the Iconian style for most of my designs. That is, the ship parts are based off of the iconian part set. In the ship des

63 Replies 371,710 Views

Earlier, the icons in question were stacking, like they used to in the main screen. When it does look right, I noticed that the icons and stats are not vertically aligned with the box they were put int. Picky? Yes. But still, it annoys me. :p

0 Replies 3,759 Views

Pleasure Planet Mod Every space opera needs a planet or two that just happens to... heighten certain sensibilities. In a large mysterious galaxy, surely there are items and places which have the power to... distract one's mind. (Just ask Captain Kirk!) Never fear, Dumhed has done what most of you have hoped for without even knowing it... (or maybe actually wishing for.. in which case... don't admit it

6 Replies 24,474 Views

updated the mod with changes to the techs related to "Bioresources". The game just didn't like the use of upgradable player wonders. As a result, I've moved the techs away from a specialization model, allowing the use of all related paths for the bioresource stuff. That means each improvement is also separated and not on an upgrade path. So, I've adjusted the stats, made the more costly, and also added some negative side effects to those improvements. &nbsp

38 Replies 185,786 Views

This is a modding guide for those interested in designing custom ship styles that are used as the default style for custom faction (or even for replacing the style of an existing faction). By following this guide, you will learn how to setup a ship style set which is used by the AI in the development of new ships - whether for an AI controlled faction or for the ships that automatically appear/upgrade in your shipyard as you research new techs.

63 Replies 371,710 Views

There is not really a guide at the moment. I'll give you the basic rundown, but you will need some experience with xml editing. Steps: 1) Figure out how many ships need designing. A good place to look is in in the FactionShipStyleSetDefs.xml (we will return to this later) 2) Design your ships in the ship designer. I saved mine as templates rather than ships. (mark the box when saving the design). 3) (This will ch

7 Replies 9,849 Views