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Messages - Imca

#1
Quote from: zgrssd on July 25, 2021, 08:02:19 AM
Is the Hairstyle mod before or after core?

If it is before, issues are to be expected.
If it is after, the stuff should be appended at the end.

After core, it gets appended twords the middle and pushes other mod stuff down, which is especialy problematic for some of the alien mods who have hair tied to unique racial features.
#2
While pure black would obscure a lot of details on some items and hairstyles, I do have to agree that the lack of a psudo-black is a pretty big oversight....

Moderator Note:

If this was the case at the time of this post, it has since been fixed.  Black is an option now for dye.
#3
Wasn't exactly sure if to put this here or in mod bugs, but given that its a problem with the base games support of mods rather then any specific mod I figured here would be better.

But basically any time an appearance mod updates to add more hairstyles, whatever system that is used to store the preferred hairstyles of an ideology gets offset by that many extra hairstyles as they automatically populate the list and push the existing ones about.... this can be a bit problematic for factions that are tied to specifc tags to get a specific style identity, since the new list wont use the tags to make sure things are in the right place like the pre-1.3 system did.

Basically it would just be nice if the list didn't get offset every time an author feels like adding something new.
#4
I hate to ask, but is there any way to get the old federation art from back when they looked like this?







I kind of liked them when they were like that, and was going to replace the art with the old ones for my personal use, but the old versions in the first post dont date back that far, they go to v0.7 when from what I can tell that was ~V0.35

Sorry.
#5
I think something is wrong with the seeker, it barely waddles across the map.... yet my entire colony was unloading weapons at it, gatling guns, shotguns, sniper rifles, every thing.... and it crossed the entire map without any one managing to hit.

It was like something out of a horror movie.
#6
If you take the Tiberium Growth Suppressor, and attach a nod wall to it, and then attach a laser fence to the nod wall will the laser fence also be immune to tib damage, or only the nod wall? Would I have to build two suppressors to get both to work or only one?

Edit: Or through doors for that mater?
#7
Quote from: dubwise56 on February 13, 2018, 01:43:08 PM
Quote from: Imca on February 13, 2018, 05:54:38 AM
I hate to ask but is there any chance you can expose the fuels to XML, so that additional fuel types can be added without modifying the DLL? Sorry.

there is a fuel burn rate slider in mod options now if that helps, i just converted all the values for fuel into defs so you can fiddle with that in the next patch, can probably make new types too but not tried yet

Much appreciated, sorry about asking, I was just trying to make a new fuel type last night and had to go into the assembly to allow it to be loaded into the reactor, otherwise it said no fuel available.
#8
I hate to ask but is there any chance you can expose the fuels to XML, so that additional fuel types can be added without modifying the DLL? Sorry.
#9
There all connected actually, just the dark blue is my freezer unit, and the light blue is my main thermal control unit.

Also, sorry to bother you about the optimization then, its nice to hear it will be worked on but still dont mean to bother you about it. >.<
#10
The mod is causing intense lag spikes when my game saves or loads, up to two to three minutes of single FPS before returning to normal upon wich it runs fine.....

It also creates intense lag when the climate control network has additional pipes added or removed from it, before agian returning to normal.

No console log entries are being generated in debug mode, so I don't really have any thing there I can share.

Screenshots of my network though, incase something related to it directly would cause it sorry....

Image 1

Image 2
#11
Hey dub, I know your mod says "Can't removed from saves easily" but does that mean can't be removed at all? What would I have to do so if I may ask.
#12
Will tiberium eat natural rock walls like it does man made ones? Or can I throw it in a cave some where to control it until I get the right tech?
#13
I think I will enable that option until I can manage to get the control tech down because I would rather remain a yellow zone then a green zone, thanks for the help :)
#14
Will Tiberium crystals spread outside there field or do they behave like in command and conquer 3?

Is there any way to revert Tiberium dirt/rock to normal dirt/rock?

And what is the best way to get your own controlled field running?

Sorry.
#15
Dont supose you would be willing to make a patch to add Neutroglycerin to genetic rim creatures?

A heard of Nuclear Thrumbo would be hilarious for the production of it.