thanks!!
Nastytang
thanks!!
Make sure and use the one that is in the latest update there as been ships added to it!! My Mod kept crashing the game till I track it down to this file!
[quote who="a0152570" reply="28" id="3561301"] don't yo need to start a new game or mods still will not work? [/quote] most the time true but this time the save games started with mods were working while a new game with mods was not. I had Trouble but was able to track it down to the ship blueprint file. All seem to be working ATM.
[quote who="Skukkuk" reply="25" id="3561269"] No change with the fix on this side... [e digicons]o_O[/e] [/quote] can you look to see if you were uodated today!!! if you had Opt out you`ll need to Opt in again!
[quote who="RavenX" reply="167" id="3561083"] I just tried a new game and the map mod is broke....*sigh* I don't know what they did in the patch last night, but it did indeed break it. I have a saved game with 1000 planets from when the mod was working before last night's update/change to patch 1.03, but I haven't tried it yet to see if it'll load. As soon as I saw reports that some mods were broken I tested generating a new universe though and Immense was back to only a
[quote who="Derek Paxton" reply="16" id="3561082"] We've reproduced the issue with mods here. We are checking it out now, thanks for reporting it. [/quote] thanks Derek!!
Cool thanks!!............. :)
[quote who="Vidszhite" reply="12" id="3560945"] Quoting DrgnFyre, reply 10 Having said that, I just tried to start a new game with my custom race mod, and it's no longer listed. (and when I hover over quick start which would have that race selected, the game crashes to desktop). But I was playing from a saved game that
[quote who="BuckGodot" reply="165" id="3560951"] Can anyone confirm that this fix is still working as of 1.0.3 opt-in? I've seen some reports of some mods breaking and I wanted to see if this one still works. I'd check myself, but I've been taking a bit of a break from GC III this week. [e digicons];)[/e] [/quote] form what I seen the custom races made with the editor are working. Any made like made form the factiondefs and put in the
OK I drop my factiondefs back in the main game folder and it work!! so I`m guessing that the mod folder is not being seen by the game again !! when the dev`s added to custom races they must have change this or forgot to re add it back in !
[quote who="RavenX" reply="163" id="3560875"] Quoting Nastytang, reply 162 any thing in your mod folders she not be touch by an update. but that does not mean that they`ll show or work after ward I`ve had to update my mapsizedefs a few times! True. Don't worry, I'll come running to you or Buck if
Mine is not working either!
[quote who="RavenX" reply="159" id="3560754"] I tried 1.03 today but left the modded files from this thread in the mods folder and they over-wrote the 1.03 generation. Still getting maps with 1000 plus planets [e digicons]:)[/e] . Luckily the mod folder seems to be untouched by updates so far. [/quote] any thing in your mod folders she not be touch by an update. but that does not mean that they`ll show or work after ward I`ve had to update my mapsizedefs a fe
[quote who="kenwebb" reply="1224" id="3560669"] the 2nd one is battlestar and the 3erd is a combination of Sith and Imp. I have been playing around different way's in making stardestroyers [/quote] AHH there a Old Modder good to see you Ken!!
[quote who="Seafireliv" reply="147" id="3560308"] Quoting Echillion, reply 146 Just to let people know I had opted back out of 1.02 and kept my version at 1.01 because of the nerfing I went on steam today and despite the fact I'd opted out it had downloaded ver 1.02 and I am now stuck with it! I hope I don't have t
[quote who="Lord_Proteus" reply="43" id="3558762"] So has anyone found out how to use the Colonize command yet? [/quote] I got the colonize all to work but not the other!! meaning just one planet still not sure how to do that!
[quote who="ronnie76" reply="9" id="3557822"] v2 uploaded [/quote] thanks!
[quote who="In_stasis" reply="11" id="3557593"] Hieght map is not really the right term for these maps, they are normal maps. Nvidia have a plugin for Photoshop that will give you a normal map filter that you can use to make these maps from images like you posted above. Not sure about Gimp. There is some explanation at the Nvidia plugin site that's worth a read too. You will have to m
[quote who="Vidszhite" reply="9" id="3557566"] I actually don't know how to turn images into heightmaps. Sorry! What I did was splice together some of the basic heightmaps that the game came with, and used that. [/quote] thanks I had Hi hopes!! We`ll get there tho some one will know! thanks again
[quote who="Vidszhite" reply="7" id="3557042"] Quoting Nastytang, reply 6 Vidszhite could you help me with an map I have I would like to use it in the game if I can get it to work. But as far as the planets I`m lost as to how to do it. Well, I'm still figuring this silly thing out myself, but I
[quote who="BuckGodot" reply="122" id="3557433"] Without putting in exact XML structures, here is the summary of what is going on StarSystemDefs.xml. Yellow Star Systems (System00), "HabitableZone" was changed from 4 max planets to 3 max planets. Purple Star Systems (System08), "OuterZone" was changed from 3 max planets to 2 max planets, Asteroids look to have been added. White Star Systems (System01), "NoRandom" (???) had 0-2 planets added; "Habit
[quote who="BuckGodot" reply="119" id="3557414"] I'm looking over StarSystemDefs.xml, and hoo-boy, yeah, there are changes in there alright. Lots and lots of them. Far too many for me to summerize right off the bat. [/quote] [e digicons]o_O[/e] Looks the same to me I mean I took a fast look It seem the same I have one in my mod and I look at the new updated one Not sure what change you mean ??
[quote who="Valtek01" reply="95" id="3557281"] It looks like when you use the abundant setting for stars/planets you will get 1 star for each base number you set. And half of the stars will have planets and 40% of those planets will be Habitable. Not sure just how the new setting 16 interacts with the settings in the MapSetupDefs.xml folder [/quote] MapSizeDefs [code] 600 [/code] [code] <
[quote who="BuckGodot" reply="97" id="3557284"] Has anyone just gotten rid of ? I don't see any particular reason why it NEEDS to be in a mod. Just its presence might be affecting calculations. [/quote] I had to add it to my mod file for the game NOT to give me a xml error