[quote who="Mohobie" reply="3" id="3557848"] If I had to take a guess I'd say it's an internal thing thats just not looking for additional content beyond the main. If thats the case I'm sure stardock will correct it. If not I'm sure someone will correct me [e digicons];)[/e] [/quote] Yep, you were right, that was it. I added all my flavor text to the main FlavorText file, then placed that copy into my mod's folder, and it worked like a charm. Fortunatel
Vidszhite
[quote who="Mohobie" reply="1" id="3557785"] I had a similar problem. I believe it's because the game internally handles some of it and goes to FIRST_CONTACT_MAIN for example when deciding the first contact speech. I have done both files and while not having errors, like you they just did not read out in game. Copy pasted my flavor text code into the original flavortext file where they belong and they work like a charm. Since my mod is intended to be a single run mod this isn
I worked so hard on this. I gave my custom race more lines of dialog than most of the other factions combined. I even got the formatting right. Then, I load up a game with them, and... they're using generic lines instead of my custom lines. None of them work. Not the ones from their PoV, and not the ones from the listener's PoV. And to think, I was going to release my custom faction to the world today. I need to know if I'm doing something wrong. Yes, I do have a Conversat
[quote who="Darkrenown2" reply="22" id="3557603"] Quoting Frogboy, reply 19 If you ever saw ghost busters theN you may remember the quote: if so eone asks you if you're a god you say yes. If steam offers to feature your game even if it means discount ting it you say yes. If you ever saw Th
Start by telling us what's unique about this tech tree (what you added, changed, etc) so we're not looking for a needle in a haystack. EDIT: I noticed in a lot of places you changed the Generic Names. Any particular reason for this? EDIT 2: I found the problem when I tried to download your file. You saved it as a .txt file
I actually don't know how to turn images into heightmaps. Sorry! What I did was splice together some of the basic heightmaps that the game came with, and used that.
[quote who="Nastytang" reply="6" id="3556991"]Vidszhite could you help me with an map I have I would like to use it in the game if I can get it to work. But as far as the planets I`m lost as to how to do it.[/quote] Well, I'm still figuring this silly thing out myself, but I did get my custom heightmaps to work, so whatcha need help with?
AHAAAAA! I figured out what the problem was. In the ContinentDefs file, must ALWAYS be set to +1 higher than the planet's actual class. Brilliant. Now it's working as expected.
[quote who="Strategist" reply="2" id="3556638"] I don't know what the settings would be for the program you're using, but for the Paint.Net program it they would be the following. After intitaling a "save as" In the top drop menu you want to chose A8B8G8R8 and under that you to check the box to generate mip maps, and in the drop below that you want to chose Fant. Also, you'll have to create an a custom Conti
Okay, now I'm wondering how heightmaps work at all, because I literally copy-pasted the Drengi entry from PlanetArtDefs, and used every single line unaltered except the InternalName, and the planet comes out as a blank class 0 with Drengi's colors. The Drengin aren't in the same game as me in this test. When I load a game as the real Drengin, Drengi loads its heightmap just fine. What's going on here? If I just opt to give my planet no custom continent, it gets continents, but
I've created a custom heightmap for my custom race's homeworld by cropping together several of the other continents, but now that I've started trying to use it, the game crashes on launch. I suspect it's because I'm doing something wrong. I know it's my mod, because as soon as I remove the mod, it works again. Rather than try flicking every switch in Photoshop's Save As dialog for .dds files, could someone who knows better please tell me what settings it needs to h
I think it's bugged. Similar thing happened to Kinetic Acceleration in beta, where it's got a flat value where a percent should be. In other words, instead of ignoring 50% of shields, it is ignoring 0.5 points of shield. Submit a ticket.
[quote who="Frogboy" reply="85" id="3556518"]That is odd. I had just moved them to +3.[/quote] Colony Unique/+3 - Those are the exact stats I suggested in beta! :D Yay~
Hm. I don't normally agree with posts that have clickbait titles, but yeah, this is pretty critical.
[quote who="Lucky Jack" reply="3" id="3556429"] The ship range limit markers are much easier to see. Many, many thanks for this. [/quote] Agree. An unlisted change, but a welcome one.
[quote quoting="post"] Title says it all. WTF happened to them all and why on earth would you want them all scattered like that? I am sorry but the starting colony ship should NOT BE OUT OF RANGE of any usable planets. [/quote] Well... yeah. I'm with you on this one. Fortunately, opt-in patches are for getting feedback like this so they can fix it before the live version. Frogboy did say the sweet spot for this was probably in the middle of where it was and where
I certainly think the current mass is good for early-game kinetics. Late-game kinetics would be obscenely powerful at only 6 base mass. As it is now, Graviton Throwers are better than level 2 Durantium Drivers, and Singy Drivers are a whopping five times better. Normally, each increase in weapon level adds +1 to the mass cost, so if that follows, that means Singularity drivers will be 10 mass once they're done. I'm sure this is only a first test.
[quote who="Sorentoft" reply="8" id="3553366"]Also for some reason your planets show as 'dead', I am not sure why, but I fixed it by changing them to use generic art. [/quote] This is because every planet looks at the heightmap of the art you used to determine where to put your workable hexes. This is also how terraforming finds out what tiles are worthy (by checking what % of the hex is made up of "land"). You can't just slap a skin on it with no continent heightm
What exactly is your problem? What are your specs, and what is making the game unplayable? Need information.
[quote who="Xenvar" reply="2" id="3555977"] Good to know [e digicons]:)[/e] It just seemed odd that the internal name for all the other ones matched the display names so when I when to use it I was confused [e digicons]XD[/e] [/quote] Heh heh heh... you should see some of the tech trees. Not only are they different, they're spelled wrong.
It's only a matter of time before someone starts making Touhou civs. Shit, you could fill an entire game with Touhou civs. If you don't make those yourself, I'll get started on them once I finish my main custom race.
[quote who="kryo" reply="5" id="3555680"] Quoting Vidszhite, reply 3 Does this mean we can't add custom stats at all? Any case involving enums tied to behaviors, assume no, since that's the way most of them are and those require code support. Cases where the enum doesn't reall
[quote quoting="post"] In my current game I am playing as a evil custom faction and the Altarians hate me. They just dow'd me. Even though I am evil I have not gone to war with other factions so feels odd that they are willing to attack me like that, since they are suppose to be a good guy faction. Do good buy factions actually behave like good guys or does the AI behave the same for everybody after all? [/quote] Yes, they do act benevolently, but not all ben
[quote who="SorrowKnight" reply="3" id="3555234"] There is no need in being in your territory or any waiting... [/quote] Well you certainly don't replace them right away. I've had several turns go by without any fighters replenishing. [quote who="SorrowKnight" reply="6" id="3555656"] So do I... carriers are owerwhelmig power and.. throwing all fun from ship designer into trash... <img src="http://images.stardock.com/smiles/Mad.gif" alt="" align="abs
[quote who="BuckGodot" reply="13" id="3555419"](I am also curious to see if the game makes a distinction between "Homeworld" and "Civilization Capital". [/quote] It certainly does. If you change your capital, your homeworld is still marked "Homeworld" in-game, and thus it keeps all bonuses that come from being the homeworld no matter where you move your capital.