[quote who="thenewteddy" reply="32" id="3516791"] http://h20565.www2.hp.com/hpsc/doc/public/display?sp4ts.oid=4065894&docId=emr_na-c01960471&docLocale=en_US What would happen if I put 4 sticks in that were all over the maximum, would the computer reject them, or would it simply not use the additional space? edit again</
Thecw
Franco fx, It is already possible. I am doing in my current games. See my previous 2 posts: they explain how to do it. Because the blueprints of the standard ships are useless, i actually already play with 17 active custom ship classes (all with their own custom ship design); Which the game automatically updates (like "Voyeur M1", "Voyeur M2", e
Edladner , I like your Nyl, especially the various turrets. [quote who="Edladner" reply="762" id="3516508"] it's kinda fun to go back to the start of this thread to see the beginnings [/quote] Ah, the simpler days of yesteryear. The distant past of early 2014, when we were young and ignorant of the things that were to
Launchpad (Large carrier) Also known as the flying air field. The Launchpad has a massive amount of flightdeck, but severely lacks in the weapons department. The link. The Launchpad design files . The screenshots. <img style="vertical-align: baseline;" src="https://www.mediaf
Overseer (Large sensor ship) When you absolutely, positively have an undeniable need for battle oversight. The link. The Overseer design files . The screenshots. <img style="vertical-align: baseline;" src="https://www.mediafire.com/convkey/27f2/3g2wry40gf3jcgb6g.jpg?size_id=a"
Overkill (Large combination ship) You can never have too many weapons. The Overkill takes this philosophy to its extreme. The link The Overkill design files . The screenshots <img style="vertical-align: baseline;" src="https://www.mediafire.com/convkey/c369/2oyg3sprco5ol666g.jpg?siz
mbrash5, I ran into a bug with starting ships, but i have a workaround. See the [Bug][.61] Custom ship class is not instantiated for ships w
Horrible post title, but i will try to explain. When creating a ship class in the ShipClassDefs.xml file - so that the game will create auto-designed versions - and you use an user-made design (template) that is created with only techs available at the start of the game, then no ship (version) design is created upon game start. Lets say i have a design called "Voyeur", and made a template of it, and have created a ship class ("TerranVoyeur") for this ship template, and this sh
Brad, If i read the code correctly and there are no intended call side effects then your code is rather inefficient. [quote]Example code //GalCiv III: Example code tags a planet as a potential target. if(atWar) { FixedDecimal militaryPower = GetInterface(*it)->GetStat(StatTypes::FactionPower, StatUsages::Actual); <b
To accomplice this you will need to create both a ship and a template of said ship and edit a number of the xml files since modding support is not yet in. I will use my design of the Voyeur in the examples. For the design files go to the "Post Your Gal Civ III Ship Designs!" (page 31) thread . First the ship. Design your ship as a hull; so no active components. To get the look and feel you can add
Some fighters fresh from the asylum. Sadist (Beam fighter craft) Fast, precise, sharp and armed to shred your opponent to ribbons, for the pilot that likes to cut something. Madman (Kinectic fighter craft) The Exterior superstructure plating is supposed to compensate for its lack of armor, but no pilot has ever returned from battle to confirm whether this actually works. Only mad men take this ship into b
[quote who="Gilmoy" reply="2" id="3514846"] Which path is "better"? That depends on your tolerance for (um) spreadsheets in space. Method T is quick, fast, simple, and can let you whip through hundreds of turns in 1 evening. [/quote] Or you simply write calculation applications to do the work for you: <img st
thenewteddy, Please specify your motherboard. Because you might be going the wrong way. As far as i recall the only (E8500 LGA775) motherboards that support DDR3 are the ones with the intel G41M chipset. If so then the following is very important: those motherboards (that i know of) use a combination of a DDR2 dual channel and a DDR3 dual channe
The support site works with its own login credentials. You get a password assigned when you submit your first ticket. On the support-site select the "Games" option, click on the "Next" button and supply the requested info (etc). After you finish, you will get a password assigned. You can use the same email address as for your account here, but it is not mandatory.
Gilmoy, you are right it is not the happiness that account for the 50%, but the Active Core planet trait. The rest (about the build cost points) is correct. [quote who="Gilmoy" reply="6" id="3513936"] Anyways, you can see that even the game engine itself thinks that "+30 mp" (for an Entertainment Center) means 450 bc rush cost, which is indeed a rate of 15.0. That's what it tells you in both hover windows. Somehow, it's letting me build a 30 mp th
[quote who="Gilmoy" reply="1" id="3513923"] It takes great skill to lose Earth to this AI! [/quote] Didn't Paul demonstrate this great skill in a developer feed? [e digicons]^_^[/e]
Gilmoy, Not a bug, there is a difference between mp and build cost points. Lets take the "Entertainment Center" on Riukus II. I am disregarding the non-displayed fractions for clarity sake. In turn 92 your mp is 12; but you have a happiness of 100% this gives you a production bonus of 50
Karma for being santa's little helper (in spreading goodwill and cheer). [e digicons]\o/[/e]
The support site works with its own login credentials. You get a password assigned when you submit your first ticket.
Now for something completely different: Not a ship, but an observation concerning ship design. When the origin (cube) is not near the middle of the ship length (as measured over the z-axis) the game will scale the ship incorrectly. This can be quite clearly seen when you select the ship in the shipyard where the ship then will appear to be too small relative to the available view (screen estate), and in the ship icon where the ship will not be properly be fitted to the icon. O
The Grand Mother Ship (Huge carrier) You have your fighter motherships, but the Grand Mother Ship is a completely different scale of a beast. The Link . Grand Mother Ship design files . The Screenshots. <img style="vertical-align: baseline;" src="https://www.mediafire.com/co
The Probe (Huge assault ship) The ultimate pain in the ass for your enemies. Those who survive an encounter with the Probe are left with a trauma that lasts the rest of their life. You know where its name is coming from [e digicons];)[/e] . The Link. Probe design files . The Screenshots.</stro
[quote who="Nastytang" reply="726" id="3513382"] Thecw ship looks like a high heel shoe............. [/quote] [e digicons]:rofl:[/e]
Once you place the origin (cube) its sides determine the orientation of the ship. The best way to keep track of the ship orientation is to immediately attach two dummy parts to the cube (and give them an offset away from the cube). This allows you to see which way is which. And because of the hex grid map, any wobble during flight is to be expected, but its stem should always be (roughly) pointing toward the destination. If you fly by hand (eg manually 1 tile at a time) the ship
The origin (cube) determines the orientation of the ship. When you place it (by selecting a hull size), the side of the cube that is front left-facing is the stem-side (front) of the ship, the side of the cube that is front-right facing is the ship port-side, and the upward facing side it the ship top-side.