[quote who="In_stasis" reply="11" id="3557593"] Hieght map is not really the right term for these maps, they are normal maps. Nvidia have a plugin for Photoshop that will give you a normal map filter that you can use to make these maps from images like you posted above. Not sure about Gimp. There is some explanation at the Nvidia plugin site that's worth a read too. You will have to m
Nastytang
[quote who="Vidszhite" reply="9" id="3557566"] 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] thanks I had Hi hopes!! We`ll get there tho some one will know! thanks again
[quote who="Vidszhite" reply="7" id="3557042"] Quoting Nastytang, reply 6 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. Well, I'm still figuring this silly thing out myself, but I
[quote who="BuckGodot" reply="122" id="3557433"] Without putting in exact XML structures, here is the summary of what is going on StarSystemDefs.xml. Yellow Star Systems (System00), "HabitableZone" was changed from 4 max planets to 3 max planets. Purple Star Systems (System08), "OuterZone" was changed from 3 max planets to 2 max planets, Asteroids look to have been added. White Star Systems (System01), "NoRandom" (???) had 0-2 planets added; "Habit
[quote who="BuckGodot" reply="119" id="3557414"] I'm looking over StarSystemDefs.xml, and hoo-boy, yeah, there are changes in there alright. Lots and lots of them. Far too many for me to summerize right off the bat. [/quote] [e digicons]o_O[/e] Looks the same to me I mean I took a fast look It seem the same I have one in my mod and I look at the new updated one Not sure what change you mean ??
[quote who="Valtek01" reply="95" id="3557281"] It looks like when you use the abundant setting for stars/planets you will get 1 star for each base number you set. And half of the stars will have planets and 40% of those planets will be Habitable. Not sure just how the new setting 16 interacts with the settings in the MapSetupDefs.xml folder [/quote] MapSizeDefs [code] 600 [/code] [code] <
[quote who="BuckGodot" reply="97" id="3557284"] Has anyone just gotten rid of ? I don't see any particular reason why it NEEDS to be in a mod. Just its presence might be affecting calculations. [/quote] I had to add it to my mod file for the game NOT to give me a xml error
[quote who="Valtek01" reply="86" id="3557214"] i could be very wrong but my understanding is that most software does not take advantage of more then one core. Seems its rather difficult to write code to use all the different cores at once. So for games especially the Ghz of your processor will usually mean a lot more then how many cores it has. Or so ive heard! Im sure others can expand on this. [/quote] GalCiv 3 well use all the cores you have be it 2,4,6,ect
thanks Buck OK so hot fix went out!!! [quote] <span style="font: 13px/18px Arial, Helvetica, Verdana, sans-serif; text-align: left; color: #acb2b8; text-transform: none; text-indent: 0px; letter-spacing: normal; word-spacing: 0px; float: none; display: inline !important; white-space: normal; widows: 1; font-size-adjust: none; font-stretch: normal; background-color: rgba(80, 121, 173, 0.098039);
OK so hot fix went out!!! [quote] <br style="font: 13px/18px Arial, Helvet
[quote who="Vidszhite" reply="5" id="3556924"] 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] 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.
OK so the Insane Map settings were reworked and I don`t think it working as the dev`s wanted!! PICS Unbalanced relics!! Habitable Planets??? ..... Any? Set to HabitablePlanetFrequ
[quote who="Sansloi37" reply="3" id="3556912"] Good points! After playing a bit I actually just decided to nerf it and came back here to update. My original thinking was that on-planet defensive improvements were still worth it, since otherwise once the starbase is taken out you're wide open for invasion. However, I hadn't really thought about stacking multiple Military starbases, and I'm concerned the AI may not prioritize the destruction of starbases prior to attempting inv
[quote who="Vidszhite" reply="1" id="3556611"] 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
I kind of like the ideal but .... Maybe nerf it some ????
[quote who="Sansloi37" reply="5" id="3556548"] The file is MapSizeDefs.xml; The line you would change to alter star counts is: Insane 0 380 <Base>
[quote who="arcanemagick" reply="10" id="3556507"] Quoting Psiyon, reply 7 Sounds like you don't actually have mods enabled in the game settings. If you do, then I'm stumped--sounds like you've done everything correctly, and I don't see a reason why it wouldn't work. Thanks
[quote who="TurielD" reply="1171" id="3556504"] Personally I really like the armour-plated look some of the shiny parts give, so I'm pretending Voyager's future armour made it in to general usage [/quote] yes the the Armour-Plated!!
[quote who="Rhonin_the_wizard" reply="4" id="3556293"] Quoting Nastytang, reply 3 How do you enter ???? I shouldn't help you since that mean raising the odds against me, but... "all you need do is say 'I'm in!' in the comments section below to enter." [/quote]<
How do you enter ????
[quote who="arcanemagick" reply="5" id="3556053"] You can directly throw this file into your mod's "Text" folder, and assuming there aren't any conflicting indexes, you should start seeing your new star names in the game. This file works just like other xml files: if it's named "StarNamesText.xml", it will replace all default stars. If it's named anything else, it will append them. I'm having trouble with th
[quote who="ronnie76" reply="6" id="3555559"] 31 is a typo. Thanks for catching it Nastytang. [/quote] NP is it 3 or 1 ???
Hey is this right ???? Research 3
I like the Academies Icon!! Sure all was interested in Mods big and small!! EDIT Hey I`ll let you know!
[quote who="TurielD" reply="1131" id="3554786"] Wow that's impressive detailing MrStarTrek! The lighting on the engine nacelles looks great too, I haven't figured out how to change light colour yet... Thanks Nastytang, and sure, these are the colours: <img src="http://i.imgur.com