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Messages - Star Raruron

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31
Galactic Armory / Re: GA 2.0 Dev Update #1 - Research explained
« on: May 10, 2013, 11:48:16 PM »
Um no. Boarding uses troops as well, no point jumping to conclusions, I did say nothing was finalized.

 :'(

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Galactic Armory / Re: GA 2.0 Dev Update #1 - Research explained
« on: May 09, 2013, 07:57:44 AM »
I'VE READ TROOP DEPLOYMENT
I'VE READ TROOP DEPLOYMENT
INVASIONS
INVASIONS

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i see :3
top secret work >( > w < )<

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Galactic Armory / Model Contributions
« on: March 30, 2013, 10:11:14 AM »
I've converted those models from various games and other mods from space games
they're not a lot but i can do more in future, as i want a custom shipset for my own game
I'm really undecided on which function give to each model ._. (expect those SPHERIC ONES EHEHEHEH)
They've no firing points... but star ruler load em properly o.o












35
simply wonderful
last planet made me drooooooool :o

since you where also modding the galaxy (and multi galaxy) generator (the old advenced spiral universe i mean)
will you work with the rest of the ga modding team to implement OPTIONAL multiple galaxy map generation?
It will be cool to have it integrated in ga  ::) some maniacs need huge things  ::)

36
Modding / Re: More galaxy coding questions!? +Screenshot.
« on: December 20, 2012, 03:05:27 PM »
i know it could sound pretending
but if you just leave the option for multiple galaxy open it will be appreciated :P
(i know i know, iìm of the opinion that a single epic galaxy is still better... but sometimes you would want to have a game MMMM kinda different and with a unique setting like more than one galaxy)

nice job till now ^-^

37
Modding / Re: More galaxy coding questions!? +Screenshot.
« on: December 11, 2012, 12:48:31 AM »
good job

are you gonna keep the previous function of advanced spiral universe like "multiple galaxies"?
or do you use part of the code to make a mod on your own?

38
Galactic Armory / Re: GA 2.0 Dev Update #1 - Research explained
« on: October 08, 2012, 03:28:26 PM »
like in space empires iv (maybe v) exactly
starting trait to allow a race to access a particular sub tree
that was exactly what i meant

if you do that race customizations will be A LOT more funny °q°

39
Galactic Armory / Re: GA 2.0 Dev Update #1 - Research explained
« on: October 08, 2012, 06:54:19 AM »
SO you're changing the base techtree? :)
There will be "personal areas" for different kind of civilizations?
Like "silicone based", "psionic", "energy" races as in holder space 4x games?

40
Galactic Armory / Re: [Archive] Galactic Armory Discussion Thread
« on: June 17, 2012, 06:56:12 AM »
i love this mod, and i'm sure with cause792 joining it will improve more and more


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Galactic Armory / Re: [Archive] Galactic Armory Discussion Thread
« on: May 03, 2012, 03:53:06 PM »
This mod is getting better and better  ;D i really love it  :-*

42
Modding / Re: Newbie question regarding moons
« on: January 08, 2012, 01:51:01 PM »
before i do something wrong with senseless testing  ;D...
can i change the size of the moons?

43
Modding / Re: Shipsets models size
« on: October 30, 2011, 04:07:44 PM »
it will consume less cpu and memory if i make ships smaller instead  :P
i've already a setting (with mickelroy system generation and advanced spiral universe) with bigger stellar objects but that makes things HEAVY  :-\

44
Help & Support / Re: mod installed and now I got this... stuff
« on: October 28, 2011, 04:04:35 AM »
if you have 1.1.0.0 you can install a more recente EU which is in beta... but from what i've seen function properly

45
Help & Support / Re: Adding Models inexperience
« on: October 25, 2011, 05:53:40 PM »
i'm sorry to resume the old topic, but i've a good news... i succesfully converted the models (it was a problem of file localization :s... meh! / <------------ ) in wavefront obj!
i've also inserted all textures properly (even those after the #if shaders) *-*

i've three problems actually:
1) have to rotate from vertical to horizontal... 90... -90... 270 :s???? What is the command?
2) i have a pirate asteroid base composed of five blocks... 5 main textures and at least 1 extra for the shaders... i count to do some test tomorrow to solve the problem, but the texturization FOR NOW comes as a total mess ç_ç
if i cant do the texturization properly i wish some help
3) firing points XD? NO F***ING IDEA PEPS i don't even know if want to leard how to place them because the whole conversion and ingame placement sucked my brain up, maybe in future i will put a combined shipset of sins of a solar empire trinity and various mods models (it it's... mmm.... LEGAL) but probably i'm not willing to put extra things as firing points :s (but maybe someone would want to EXTEND some of my work... if it's VALID)


46
i've found a typo in both neumon and terrakin txts in shipset folder
terrakin_huge
neumon_huge

both without caps (will not load model elsewhere)

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Modding / Re: Shipsets models size
« on: October 23, 2011, 06:32:37 PM »
mmm ok

is it calculated for both stellar (planets and such) and human (ships and stuffs) objects?
are those files involved: range_ring ps and vs and shields ps and vs in shaders?

if it's possible to change the highlight icon around ships and shields and NOT around planets stars and systems by those files i wish to know :) and promise to do tests on my own, if not i surrender XD

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Modding / Re: Shipsets models size
« on: October 23, 2011, 02:25:47 PM »
the whole resizing is half-pointless without those two....

edit: c'mon they have to be defined by something :s

49
Modding / Re: Shipsets models size
« on: October 23, 2011, 02:11:04 PM »
ok i changed firing points, damages, thrust fires... but i can't really find the value to resize "shields bubble" and "selected item graphic" o.o
any help?

50
Modding / Re: Shipsets models size
« on: October 23, 2011, 04:43:12 AM »
mmmm so if it's bigger model it change... if it's smaller i've to redo all other fx by hand ç_ç?

WELL OK thank you everyone fot the great infos

51
Modding / Re: Shipsets models size
« on: October 23, 2011, 04:24:20 AM »
i made them smaller.... a lot smaller..... the various extras didn't change accordingly....

52
Modding / Re: Shipsets models size
« on: October 23, 2011, 03:55:00 AM »
don't seem so.. at least not when they have a written value apart

indeed i reduced the size of models... but i have still shields, firing & damage point on the EX hull, thrusters the old scale...
they're load of numbers...........

53
Modding / Shipsets models size
« on: October 23, 2011, 03:39:15 AM »
I want to change the basic size of models in star ruler (ships models exactly)
in shipsets models.txt i have to change also the firing points, thrusters ecc ecc accordingly to the new scale i put

is there anyway (a script) i can use to divide or multiply all the values by a certain number?
(like the size of space object in expanded universe option)

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thank you again for the great job :)

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during recent games it's true... 28 AI players 10x speed and not even a fly...
so i guess AI is broken after all

well i see you already know how to fix the whole thing c:

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Galactic Armory / Re: [Archive] Galactic Armory Discussion Thread
« on: October 22, 2011, 05:28:59 AM »
wasn't 1.1.0.0 the last patch for star ruler o.O?

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I love your mod and your work :)

58
Azalrions object info window seems to fix anything

btw my AI works, they attacked me with two ships and declared war
if there are other problems i dunno (maybe you mean they don't colonize anything, which i have to see better doing more gameplay)

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Modding / Re: shipset teaser models
« on: August 02, 2011, 03:33:22 PM »
one looks a lot like the thanos gunship from infinity crusade o.o

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Mod Releases / Re: Shipset Bezimeni 1.0
« on: August 02, 2011, 02:40:31 PM »
this models txt is a v2 for the one already implemented in the vanilla game or is the same?

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