rlane48

rlane48

Joined Member # 4159965
16 Posts 148 Replies 12,090 Reputation

I built a version for my GinsuKnives mod, but there's one issue -- Ginsu uses the mods/gfx folder for some image files. No matter how I put them there, the entire mod/gfx folder is removed when the mod is uninstalled. Is this an assumed risk?

232 Replies 641,201 Views

Anyone want to help out with this? It looks like uninstalling will always kill the mods/gfx directory, regardless of how I put the files in (wildcard or absolute). Is this standard for the current version of the Mod Manager?

37 Replies 109,334 Views

OK, versions v2.0b is up. v2.0b includes three versions: Base v2.0 v2.0a -- Adds (UnitLevel / 3) to the thrown attack v2.0b -- Changes the resistable stat to UnitStat_Dodge Each version includes the previous. Mod Manager version is coming, but I need to make sure it doesn't wipe out all files in the mods/gfx directory when uninstalled.

37 Replies 109,334 Views

[quote who="Tuidjy" reply="6" id="3286707"]I hate this happening, so I use a simple rule of thumb. I do not field armies with more than four melee units. As for pioneers, if this were my game, I'd give pioneers a ranged weapon 'crude sling' with a damage of 1 and an initiative penalty of 10. It's not going to change game balance, and it will fix a few gameplay problems. Parrottmath, you are the to-go-craftsman when it comes to getting solid an

13 Replies 18,688 Views

The only mods I'm running right now are GinsuKnives, and LargerMaps. This has me intrigued. I think I'll have to do a playtest with the different saves to see if there's any difference. [edit] I also modded blood types to add population costs to them. I did, however, experience this issue prior to that mod.

18 Replies 26,360 Views

[quote who="stax77" reply="18" id="3287678"] Quoting rlane48, reply 17 Quoting Mmrnmhrm, reply 5 But saying it's ruining Stardock's credibility or that FE is stumbling on it sounds like something out of Star Trek conventions... I disagree. I feel the same as the OP -- this is a bug that has long-since been identified and needs to be fixed. The AI getting 110 turns of free production is the kind of thing that should be addressed promptly. &nb

29 Replies 258,551 Views

@sweatyboatman Ha ha, right?!?! It kind of kills the game for me when I try to put everyone on a fairly even keel. Sovs have their respective race/sov bonuses, and have to fight the world -- what adds variance (or is supposed to) are those bonuses, your starting position, and any luck you may have scooping up parts of the world. Then I see this, and honestly it ruins the game for me. I don't save-scum, but I did save a couple times to take a break last nigh

18 Replies 26,360 Views

[quote who="Mmrnmhrm" reply="5" id="3286777"] But saying it's ruining Stardock's credibility or that FE is stumbling on it sounds like something out of Star Trek conventions...[/quote] I disagree. I feel the same as the OP -- this is a bug that has long-since been identified and needs to be fixed. The AI getting 110 turns of free production is the kind of thing that should be addressed promptly.

29 Replies 258,551 Views

This approximately turn 200? I had 6 cities, lost two to the AI within the last five turns. They were fielding 7-man units to my 3-man units. Below is a screen of my ally... I had just traded off all of my 200 tech points to another faction. He's got plenty to spare! With one city! This is on "challenging"... no AI bonuses. Stardock, can we please fix this problem? [e digicons]>:([/e] <img src="http://i1296.photobucket

18 Replies 26,360 Views

I go back to a comment I made on another post about tech-brokering... In GalCiv it seems the AI would go wild trading techs with each other, and re-trading them and re-trading them... and it tipped the scales enormously against the human player. I like the fact that you can't trade "techs" in this game, but I do suspect that the AI is either garnering more tech points per research, or just wildly outpacing the player in the tech-point trading department. Based on their land

18 Replies 26,360 Views

Yes, I have considered it and I certainly will do it -- I'll make them when I post up 2.0a

37 Replies 109,334 Views

Can they be dodged? All the times I'd thrown them, I'd never seen an actual dodge result -- I thought it only applied to actual ranged attacks. The resist feature seemed reasonable enough, but I'll upload a version 2.0a that removes it, if you wouldn't mind running it and letting me know which of the two you prefer. Thanks again for the feedback [e digicons]:)[/e]

37 Replies 109,334 Views

[EDIT] Disregard, I've figured it out. Anyone ever attempt or succeed at adding two UseSpell tags to a single item?

1 Replies 3,907 Views

This is the same thing I encountered when attempting to "burn" targets over time with fire bows/staves. I can get the particle effects to kick off for the duration, but not apply any damage. I don't think it can be done without workarounds (if it can be done at all). Hey, Frogboy, it would be really sweet if we could get spell/ability triggers within spells/abilities.

6 Replies 5,250 Views

Glad you guys are enthusiastic! Yeah, everything should work great -- one thing, I took out leveling bonuses in this one, if I need to put them back in, please let me know [e digicons]|-)[/e] . I can add it back in quickly.

37 Replies 109,334 Views