Master U, you've got an odd sense of humor
BradenK
I looked but I might have missed it. Thank you!
no, it is not the same modders or mod. I'm one of the Team Leaders. The Team is: Rasori BradenK (Rogue Knight) MasterU Wilson Spaxspore Rhineville Site: http://gc2swmod.myfastforum.org/index.php
you'll see a post here when we're ready to release the first portion of the mod.. Our own site (can be found in the fan sites section) Will have any details as we get closer to a release date.
looks like the .str file has the starting popup for a new game, but not the Strength and Weakness text for race selection...
okay thanks.
and also the beginning screens when the game first loads explaining how you got the hyperdrive?
Is there a way to change the "+ Strong Research, - Weak Military" stuff for the races?
Yes. The factions (Republic, CIS, Rebellion, Empire) are all techs to select in the game. You can choose your own path to galactic domination/freedom. Thus in the game, you could be the rebellion with TIES and Stardestroyers if you want to be. Same with the Force Sensitves race. We really want people to be able to choose their own path. That is why there is no Empire, Rebellion, Jedi, Sith playable race.
makes sense Once I clear them, it seems to work. I just have to do it that first time. Thanks Kryo!
The following races will be available to play in the Star Wars Mod!! Major Races: Humans Niemoidians Bothans Mon Calamari Hutts Wookies Corellians Chiss Yuuzhan Vong Force Sensitives These are the minor races that will be included the mod! Minor Races: Quarren Gran Trandoshan Gand Twi'lek Rodian Hapans Selonians Falleen Sullustan Barabel Bith Caamasi Geon
Up above, they posted a link to a new, temporary site. http://renhan.s10.forumsplace.com/ This worked for me just now.
okay, I solved this, and it's actually sort of an interesting bug... I found it while working on race colors, and when I loaded the game, the old colors (the first draft of the colorscheme) remained, even though I had completed the "second draft". I hit clear after choosing the race, and the colors reset. I tried this with the race I was modifying the techs for, and low and behold, the full list popped up <img src="http://images.stardock.com/gc2/T_DL/smiles/Smile.gif" border=0 ALIGN="
the code that is in question: [Tech]Galactic Warfare[/Tech] [Tech]HyperDrive[/Tech] [Tech]StellarCartography[/Tech] [Tech]Space Militarization[/Tech] [Tech]Space Weapons[/Tech] [Tech]Beam Weapon theory[/Tech] [Tech]Mass Driver Theory[/Tech] Warefare, Hyperdrive, and Cartography show up, but the others don't.
this is my first time modding them, so even if I had old files, it would be the stock ones...
I'm working on modding teh major races, and changing the techs that each race starts the game with. I'm having trouble actually getting them to work in game. My coding is correct, as I am placing everything in the [tech] and [/tech] tags. (with the right bracket of course). And I'm using the tech's culture ID. In order for it to work, do the techs have to have their pre-requisites researched too? Doesn't seem like that would be the case for this, in fact, the stock races seem to prove this
Having a text file like this would be wonderful! In all reality though, it would only have to be for the player. I never look at the name of the AI ships, though it would be nice if my ships were named, but it's a pain when you have a ton.
looks supberb guys!
BTW once the ST and SW mods are complete, Renfl and I already brought up the idea of a ST vs SW mod... We'll see on that one, but it is definetly a possibility.
Star Adder, congrats that made me laugh quite a bit Silveressa, please check out the Star Wars Mod Team! We could definetly use the skills you could bring in. We currently have no one to handle the music. We do have some coders, and at the moment, not a lot to code, but your assistance would be wonder
There's a team working on a Star Wars Mod. http://gc2swmod.myfastforum.org/index.php BradenK (Rogue Knight)
We're doing what we can with the Star Wars Mod. Renfl has actually offered to help us, the nice soul that he is. . When this mod gets up and running, we'll have to thank the Trekkies for giving us a hand . Renfl has been very kind in helping us with the processes.
The stuff he listed is what the pre-release will have.
it woudl be nice to be able to search uncolonized planets too. I find it difficult when I see a 26 grade planet on the map, and then I can't find it later when my colony ships are ready. I zoom out and look at the symbols on the planets.