phoenixdracul

phoenixdracul

Joined Member # 2815216
4 Posts 7 Replies 125 Reputation

Hi, I was hoping someone could help me, is there a way to alter the ship scaling for hull sizes at all, so that when you pull up the intelligence report on fighters for instance you can tone it down to be say 16 meters long and 10 meters wide, instead of say 40 meters long? Or is that something that is hard coded? Thanks.

2 Replies 5,155 Views

Never mind, I'm just an idiot... didn't notice the other selection options under extras. Michael Dracul

1 Replies 2,159 Views

Heres an idea I came up with, not sure how feasible it would be, but here goes. First of carriers, have a tech that allows mabey 2 or 3 different carrier modules that fit a different number of fighters (like 2, 4, 6). When a ship is equipped with the carrier module it can construct, hold, supply and deploy fighters. Have a fighter design system that lets you create specific fighters that would cause weapon damaged to be reduced by half or so, then once you design the fighter models, you select t

176 Replies 348,595 Views

I went to make a ship and noticed a lot of the jewelry parts were missing, but if I selected a different ship appearance different parts would show up. Is this a bug or is it actually set that way, and is there a way to make all the parts available? Michael Dracul

1 Replies 2,159 Views

Is it possible to make new units to add to the planetary combat screen, the movie like display? Or is that just a 3D rendering of the rolls like with space combat? I'm considering trying to make a small mod that adds mobile suits and a few other units to planetary combat but, I don't know if its possible. Michael Dracul

1 Replies 2,447 Views
Reply to custom weapons in Modding

Actually, I found a way to do it, but it requires changing stock race alignments. If you set the techs for the items to a certain alignment, you access them by researching xeno ethics to become the appropriate alignment, and since the stock civilizations stick to the alignment their set at they cant get them. Bada bing, problem poorly solved. Michael Dracul

9 Replies 6,780 Views
Reply to custom weapons in Modding

Yea, it pretty much is cheating, but since I've already beaten the game without cheating, I'm curious to see how much crazy stuff I can set up, and if there is a way to make weapons/defense that are civilization specific, it would likely lead to me creating civilization specific tech tables so each civilization would have access to different stuff. All I want to know though is weather or not its possible to set techs/objects so only a certain civilization can access them. Michael Dracul

9 Replies 6,780 Views
Reply to custom weapons in Modding

It was mostly to deal with the dread lords on suicidal such as the defenses, but the 1 weapon is a version of the quantumdriver1 model that does the same damage amount as the black hole gun, but looks better, especially when put in 2's or 3's on a ship too look like weapon turrets, there is also the reduced size to fit more of them on a ship, so bigger custom ships can have vast weapon arrays, but I didn't want the other civilizations to get them. All in all, the main reason is why not? <br/

9 Replies 6,780 Views

I created custom weapons, and defenses.. and to my dismay I found the enemy civilizations using them. Is there any way to make weapons or defenses civilization specific? Michael Dracul

9 Replies 6,780 Views