Search found 20 matches
- Mon Sep 12, 2011 10:06 pm
- Forum: Multiplayer Games
- Topic: new modem, all ports open... Win7 does not work, Vista does.
- Replies: 6
- Views: 4713
Re: new modem, all ports open... Win7 does not work, Vista d
I don't know the answer, but something somewhat similar to has been happening to me - drives me crazy. The guys I play with and I with have 6 different computers that we use to play BOTF over lan - 3 of them (running vista) can join with each other and another (running XP). The other two (XP and W7)...
- Mon Sep 05, 2011 4:40 pm
- Forum: Commands in tactical combat
- Topic: Commands in Tactical Combat
- Replies: 26
- Views: 27318
Re: Commands in tactical combat
This is simply fantastic, great work! I was wondering though, is it possible to make it so ships using the solo hold command can target an enemy ship, rather than using the ai to decide the target? Thanks! is it possible to make it so ships using the solo hold command can target an enemy ship, rathe...
- Wed Jun 29, 2011 12:30 am
- Forum: General Chat Archive
- Topic: Help please! - Can a major race be completly disabled?
- Replies: 10
- Views: 4825
Yeah, if a race's worlds have 0 pop, the race dies after the first turn.KrazeeXXL wrote:I'd try to fiddle around with the respective homeworlds. You could give them a population of zero or a negative growth rate to nullify majors.
Great for mulitplayer when you don't want the pesky (=crappy) ai meddling.
- Sat Oct 30, 2010 2:16 am
- Forum: Modding Information Archive
- Topic: Sphere of Influence
- Replies: 2
- Views: 2382
- Thu Oct 28, 2010 2:19 pm
- Forum: Modding Information Archive
- Topic: Sphere of Influence
- Replies: 2
- Views: 2382
Sphere of Influence
I have two questions that hopefully someone can answer: I was wondering if anyone ever figured out how to increase the sphere of influence generated by planets and outposts? I couldn't find it in the general modding index, so I'm guessing not - but hey, you never know! Also, is it possible to deacti...
- Mon Sep 27, 2010 7:25 pm
- Forum: Modding Information Archive
- Topic: List of Hades Compatible and non Compatible video cards
- Replies: 52
- Views: 27243
- Sun Sep 26, 2010 1:31 pm
- Forum: Modding Information Archive
- Topic: List of Hades Compatible and non Compatible video cards
- Replies: 52
- Views: 27243
this only applies to vanilla models and he suggested that all (a,b,c gifs) be 256 any way as joker recommended, maybe on different post? thunderchero Ok, makes sense. Could the few 128x128 textures be a problem then, or is the 256x256 limit the only consideration? As for noting the crashes - the us...
- Sun Sep 26, 2010 1:11 pm
- Forum: Modding Information Archive
- Topic: List of Hades Compatible and non Compatible video cards
- Replies: 52
- Views: 27243
i am quite sure udm3 is not compatible with hades. i haven't checked it's textures to be sure, but just by examining other ppl posts and general info about the mod, i guess it simply wasn't made with respect to 256x256 hades limit. bop has the same issue - there are a few textures that require scal...
- Wed Jul 21, 2010 3:37 pm
- Forum: Adding Buildings to edifice.bst
- Topic: How to add buildings
- Replies: 30
- Views: 33413
- Tue Jul 20, 2010 11:44 pm
- Forum: Adding Buildings to edifice.bst
- Topic: How to add buildings
- Replies: 30
- Views: 33413
Tethys/Peter - I think you misunderstood me. The issue wasn't making the changes to the edifice file, but rather somehow UE kept reverting back to the non-hex edited version of the file. Not a big deal though, I switched computers and the issue was resolved. I do have another issue now though. When ...
- Mon Jul 19, 2010 12:58 am
- Forum: Adding Buildings to edifice.bst
- Topic: How to add buildings
- Replies: 30
- Views: 33413
Something strange..
Ok, this is a great discovery and I am eager to implement it, but I have a strange problem. I followed the directions you gave, Peter and the first time everything went fine when I added 5 more wind turbines, using UDM III as a base. They showed up as expected in UE and I could edit them. However, e...
- Thu Jul 01, 2010 1:13 pm
- Forum: Ultimate Editor
- Topic: Ultimate Editor
- Replies: 1084
- Views: 382491
- Thu Jul 01, 2010 12:21 pm
- Forum: Ultimate Editor
- Topic: Ultimate Editor
- Replies: 1084
- Views: 382491
Apologies if this has been covered somewhere, but I could not find an answer using the search function. Anyway, I am in the middle of making a balanced and terrain filled MP map for a coming lan party, using UE to edit a saved game. One thing I would like to do is place (linked) wormholes in certain...
- Thu Jan 07, 2010 7:04 pm
- Forum: Adjusting trade good output
- Topic: Adjusting trade good output
- Replies: 8
- Views: 8803
- Tue Jan 05, 2010 1:10 pm
- Forum: Adjusting trade good output
- Topic: Adjusting trade good output
- Replies: 8
- Views: 8803
Fantastic, it worked perfectly! Thank you very much for your help! Being able to make changes like these really helps breath new life into an old game. You've already been a big help, but if you don't mind, I am curious how the operation works. Is it dividing the industry by three or something like ...