MaverickMW

MaverickMW

Joined Member # 2487990
9 Posts 116 Replies 166 Reputation

The fog is because you have "Blind Exploration" as a galaxy set-up option. It will dissapear as you send ships into it. As for the grid lines, I don't think you can.

4 Replies 4,581 Views

If you have a template name specified but a file with the relevant name does not exist in Shipcfg, then it will appear completely invisable. I've had it happen to my mod a few times, and its a nightmare trying to trace exactly which ship it is, as when YOU play as that race you won't be able to see it at all.

11 Replies 14,878 Views

Well, isn't this odd. In the last game I started, I found the Drengin Empire as a minor race. How on earth did that happen - is it intentional?

0 Replies 1,869 Views

I think the research screen doesn't take into account things that aren't available to your race type. You could make one race have 20 large hulls, and the research screen would show this, but you'd still only have your normal three. My guesses on the 5 are: 1-3 your standard race hulls 4 the cube hull 5 the dreadlord large hull - which you don't have access to

3 Replies 4,022 Views
Reply to MoO-Mod? in Modding

Well, unfortunatly I daren't risk the copyright wrath. I don't have permission to do so, as it is copyrighted material.... *sob*

5 Replies 5,038 Views
Reply to MoO-Mod? in Modding

Way ahead of you. I've actually used the movies and images from Moo3 to make all the races - no logos though...

5 Replies 5,038 Views

Actually, the best thing to do is the opposite - copy all the files for the original campaign to the Dark Avatar Campaign folder (don't worry, it won't overwrite anything). Then, in the campaign screen you get a choice of the two campaigns. The only issue when playing the original campaign under DA is that the conversations file seems to be slightly different and it won't use it at all. If you take a look its quite easy to see. The original files use a number, whereas the

2 Replies 2,911 Views

The base game only includes positive options, but you can mod negative ones if you want for most attributes AFAIK. I have seen some weirdness when doing this. For example I wanted to create a race with weak soldiering ability, so I gave them a -10% in the race file. However, on invading a planet it shows my soldiering ability as something insanel

8 Replies 5,932 Views

The AI does seem to flip-flop alot, but I don't think its doing anything that the human player wouldn't do. The only problem is that the AI doesn't seem to realise when its NOT a good time for war, and usually chaos ensues. I think thats partly due to how is measures military might.

6 Replies 6,476 Views

I think I know what you mean. I had a similar problem. It seems that the race selection screen can often display a logo that doesn't work in-game. What I dound was that is the filepath in the race file was showing \GFX\RACE\ then it would show in the selection but not in game. Understandable considering the filepath was wrong, but why would it show in the selection? If it was the full path GFZ\RACE\LOGOS then it worked. I suggest you try changing the filepath in the ra

3 Replies 3,895 Views

Wow. I have just spent a whole afternoon transfering my homebrew mod to DA. Pretty sweet and everything has gone without a hitch... except one thing... Previously I liked to create new hulls styles per race with a selection of hulls regardless of original style (eg. using the S15_ prefix for Terran). That way I could have a load of .X files each named per race, and modify the raceconfig to specify the style. The new ship style method doesn't allow you to change the hulls that

2 Replies 17,592 Views

A problem like that sounds like its due to faulty or overheating hardware - unfortunatly its a little difficult to narrow down the problem from there.

10 Replies 2,175 Views

I get the same thing too, but I can make it stop by struggling the mouse over the ship builder button. Once an new screen has loaded, the mouse stops going wild.

5 Replies 3,002 Views

My contention: The number of people who end up buying the game due to being thwarted by copy protection is far FAR less than the number of buyers lost due to the presence of the copy protection. My hat is well and truly off to you good sirs.

42 Replies 27,677 Views
Reply to HP module in Modding

A repair module features in the Example mod... does that not work either?

15 Replies 9,169 Views

Planets MOD My Planets MOD adds many new terrain colour schemes, giving a bit more diversity to the universe. Here are some example of the Homeworlds... <img src="http://i

25 Replies 69,316 Views

I've had it happen with the Jessuins too. They stole tech from just about everyone to the point where the were the most advanced race in the galaxy, and their planet quality was increased to about 35 by two seperate events. I totally overlooked this while dealing with the Yor, and basically allowed them to become the Number 1 race. In the end I managed to take their planet, tough considering there masive tech advantage, but by that time they had already taken all of the Drengin worlds.

15 Replies 10,059 Views

Ions post basically covers everything. I'm assuming you know how to use mod folder properly, and have downloaded some models. You need files for each of the hull types (at least one for Cargo, Tiny, Small, Medium, Large Huge) with the file structure as S#_Cargo.X, where # is the style number you want to use. 0-5 are used already, and 99 and 100 are for all races, so use something like 6. If you want to use the games default hulls and mix and match a bit, you can find them all i

11 Replies 10,119 Views

I thought the Torians were supposed to be aquatic as well. At least their civ description rattles on about how the planet is made of so much water yada yada yada.

15 Replies 10,756 Views
Reply to Pluto in Ideas

...politics aside, I have modded Pluto into my game, and it works fine as the Sol systems "sixth planet"... sometimes... (depends on galaxy setup as 5 planets is usual maximum, but sometimes it allows 6) I have a complete setup, texture, colourscheme and RAW, take a look:

68 Replies 33,033 Views

It isn't possible with the normal game (or at least it shouldn't be). The only way to access that is to remove the quotes from within one of the game files. There was a bug with an older version that allowed it as well, I think. Still, I agree, its a bit silly. All the more reason to kill off that 11th player though...

5 Replies 4,489 Views

Are you playing with 11 civs using a mod? If so, thats your problem. Although its possible to allow 11 total civs (10 plus player as custom race), the text "11" isn't coded.

5 Replies 4,489 Views