CptBenSisko
The Emissary
- Joined
- 2 Feb 2010
- Messages
- 611
So what youre saying in a round about way is that the AI won't go after a ships with the lower shield strength.. but the one with the higher?
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Does anyone know if there's a way to extend the amount of time between winning a game and the game switching to the Admirals' Log?
Also, does anyone know why Fleet Ops cuts off the build list at 13 items whereas vanilla has 14? Is there a way to change this? Thanks!
I agree with kjc. Having too much glow can be distractingMy opinion, the Future Wars version looks better. The FO glow effects spread out far too much for me.
The entire reason I tried this out was because the FW glows, IMO, were too much, but the glows as implemented in FO looked better on the FO models. I'm guessing this is a case of sprite placement on the FW models vs the FO models.I agree with kjc. Having too much glow can be distracting
So I'm in the process of adding ships from Future Wars and I wanted to check to see if their warp glowy things would look better with Fleet Op's texture instead of Future Wars. Here's the comparison:
View attachment 17075
The cut-off points for the sprites against the hull are less noticeable with FO but still look more extreme overall than FW.
What do you guys think?
The problem is Future Wars and Fleet Ops models have additional lights added to them. I either had to strip those lights from the SOD or open them in Milkshape to figure out which sprite entries to add to my game. It's an involved processI've also been trying to add ships from Future Wars but am getting missing SOD errors all the time (the white boxes). I've checked the filenames and they match those of the ODFs - have you encountered this problem too?
Is that depending on the ship firing it or the ship being hit?I can’t find the command in Westworlds BB but I seem to remember there was something that made a SP Weapons damage output change depending on the ship?
I wanna change the transphasic torpedoes so they’re not so game breaking lol (maybe only OP against Borg cubes)
I've looked for button entries in that file and can't find any. These should be the specific sound files for each race's GUI buttons, not for voices.The sound entries are in the events.dat file in the main directory. You should be able to add additional entries in there. IIRC they are specific to whatever button/ship you add and shouldn't overwrite anything.
I wonder if you put "eventSelect = "Playsound1"" for instance in the odf of a specific button then put the appropriate entry in the evenst.dat file if when you click the button it should make that sound?
Haven't found them there either (I'm assuming you're talking about the .cfg files in the misc folder)i thought that stuff was in the UI config file