MaverickMW

MaverickMW

Joined Member # 2487990
9 Posts 116 Replies 166 Reputation

Thought so. It seems to be possible to mod anything in Customplanets - except planet types.

3 Replies 3,860 Views

From my experience, using the planet types (you said toxic here) has this kind of effect. Am I right in assuming that the name also doesn't display at all for the Saturn planet?

3 Replies 3,860 Views

if you're correct i'll be very happy. have you tried this yourself? i guess i'll just have to put in the work and find out for myself. Yes. I have created a mod with about 8 custom races, all with custom star systems. I coudl have gone on to do the custom dialog as well, but that would probably have taken me a few months alone...

8 Replies 4,595 Views

I suppose this works with custom opponents as well? If I create the klingons, I have to give their custom race file an ID between 0-11 or completely relace the orininal race file file by editing it? Then I have to use original race's system spot in CustomPlanets its new data? You don't need to do that in DA, as the customplanets is read by using the races name, not the ID. As long as you create a new entry with t

8 Replies 4,595 Views

I tried this a while ago and it didn't work. Or rather it half-worked. Althought it worked fine for the planet specified, it messed up another planet in the same system. See my original (unanswered) post WWW Link

4 Replies 3,981 Views

Assumming what you're talking about is "Upgrading" somehting that appears in the Ships list, thats a common issue with all Core Ships, not just because you've modded it. It works ok for ships created by the player, but if it is a core ship then expect this kind of things to happen! To get arounf it, use templates instead. If you have created a template (if not, just copy the scout file from shipcfg to ShipTemplates), use that one, it works ok. I've never managed to suc

2 Replies 2,937 Views

Although there are some exceptions, "Evil" choices should generally be beneficial to your own race, whereras "Good" choices should be beneficial to all life, not just your own.

50 Replies 18,501 Views

You can't do that, all the numbers from 0-9 are already in use. Yep but, ohh say.... 22 isn't. I've sucessfully made about 20 or so unique shipstyles that way.

3 Replies 3,425 Views

You'll need to use a new number prefix instead of adding to the Arceans one. Then, create duplicates of each ship and place them in the Shipcfg folder as well. Should work that way.

3 Replies 3,425 Views

I've had this bug since the beginning of time itself, and still have it. And I'm not using an unusual mouse, just a 5-button intellimouse. You kind of get used to it after a while...

7 Replies 5,946 Views

I've just been trying to mod the CustomPlanets file to take advantage of somewhere were I read Kryo reporting that adding the PlanetType tag into the file can specify a planet type, in this case I want to make Mars a barren world. It works, giving Mars the barren type icon while retaining the usual Mars look, however, nos Saturn has disappeared, replaced with an unamed planet (with no name, not just "SolV"). Removing the tag.. and its back to normal. On testing it further it se

0 Replies 1,994 Views

It may get confusing seeing how the mining module does not consume the ship, whereas the constructor module does. Maybe they could both use the same system?

10 Replies 7,972 Views

Maybe the Super Manipulator is much better than we thought...

4 Replies 4,127 Views

Or at least permanent until the same law gets voted on again with a different result.

9 Replies 8,823 Views

You can disable espionage by adding the line "DisableEspionage=1" to the [RULES] section of the mission scenario files (e.g. Escape.GC2SCENARIO). No, its not strictly necessary, but bear in mind it is something that wasn't intended for the balance of the campaign. As for the conversations, the Korath are not in the DL campaign, so thats nothing to do with the files I sent you. Looking at the mission file though, it shows Korath as 10 and the Dreadlords as 13. I'm not

4 Replies 5,469 Views

Just noticed a rather good bug, at least for the human player anyway. This was noticed for a modded game, but it could in theory affect the normal game too. Basically, I modded a few techs to be untradeable, but I still got messages from the AI player asking me to trade them. The trade screen would show what they were offering, but my side would be blank. The dialog text shows they were asking for the tech I had modded to be untradeable. Clicking accept would give me

0 Replies 1,577 Views

Yes, I've done it and it works fine. The only issues are that the conversation files will not load, as the DL files use a number for each race, whereas DA uses a name. I've converted them and I can email them if you're interested. Also, espionage won't be disabled by default as the tag will be missing, but its easy enough to add that one in to each file.

4 Replies 5,469 Views